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Scrapknight

Consul of Baekdu
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Master of the Galaxy IV-2: Return to the Unknown
A Nation Game in the Final Frontier

Just forty years ago, the interstellar era began. War, revolution, discovery, expansion, peace, unity and disaster have all graced the galaxy ever since. The galactic powers cooperated and competed for supremacy, leading up to the Great War between the republican and anti-republican powers. After eight exhausting years, the republicans triumphed, and the meritocrats began to lick their wounds. Since then, the invention of the qwark drive has made interstellar travel easier than ever before, and opened up new, faraway lands for expansion. New civilizations that have never before been contacted are stepping onto the galactic stage, potentially upending the dynamics of power, as the old powers begin to recover from years and years of war. It is an exciting time in galactic society, and for the first time in nearly twenty years, the question is truly an open one: who will be the master of the galaxy?

--
Hi, everyone! I'm your host and GM, Scrapknight, and welcome to Master of the Galaxy IV-2! MGaSO 4-2, as we call it, is the latest installment of the Master of the Galaxy games started by alexander23. At its core, MGaSO is a nation game in space, not unlike World in Revolution or my own The New Order. Players will take control of a polity and explore new lands, wage war and make peace as they see fit.

Astute observers might have noticed the -2 in the game's title. This is a sequel to Master of the Galaxy IV, and takes place about 30 years after the end of that game. That means that in addition to several slots for new polities, there will also be old polities from the first game. These will be the established forces in galactic society. For signup purposes, players who played nations in MGaSO IV will have priority claiming their nations again for this game. New polities, however, are anybody's game.

--
Signup Guidelines

These are the slots that will go to player nations:

Great Powers:
Republic of Baekdu
Adrallan Oligarchy*
Kingdom of Lamia*

Secondary Powers:

Federated States of Azeratii*
Tasavalta*
Uksugan League*
Celtic Republic*
Free State of Albion*
State of Francia*
[Hermit Kingdom]
[Post-Skaven Nation]
[Novus Galaxy Nation A]
[Novus Galaxy Nation B]
[Novus Galaxy Nation C]


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Harthus Galaxy.

Player Nations:
Red: Republic of Baekdu
Dark Red: State of Francia
Indigo: Adrallan Oligarchy
Purple: Zelsar Republic
Blue-Green: Tasavalta
Pink: Uksugan League
Yellow: Free State of Albion
Green: Celtic Republic
[Turan/Resedaria/Itsonkuez]: [Hermit Kingdom]
[Arbug/Other light blues]: [Post-Skaven Nation]


NPCs:
Fuschia: Diclonus Dominion
Lime Green: Second Terran Empire
Brown: Solesian Meritocracy
Dark Grey: Terran Free State
Light Grey: Sorian Union (also the Pure State, unrecognized)

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Novus Galaxy.

Player Nations:
Southwest Light Blue: [Novus Galaxy Nation A]
Southeast Light Blue: [Novus Galaxy Nation B]
Northeast Light Blue: [Novus Galaxy Nation C]


NPCs:
Orange: Skaven Khanates

--
Asterisk-marked nations are those with a player from last time around. Thus, you'll be signing up for the new polity slots, as well as the Baekduan Republic (which was my creation that I can no longer play, given I am GM-ing.) All players, whether new or returning, will have to make a profile for their polity with the following information:

Slot Taken: [Baekdu / Hermit Kingdom / Post-Skaven Nation / Novus Galaxy A/B/C]
Polity Name:
Government System:
Leader:
Species description:
Home world description:
History:

Your stats will be based at least to some degree on this information, so take note. Also, you should state what slot you are signing up for. Some background with each slot:

Novus Galaxy: A new polity recently emerging from isolation in the galaxy discovered forty years ago, your civilization is new to the galactic stage but is otherwise a blank slate.

Hermit Kingdom: An isolated, monarchist power that remained isolated throughout the early interstellar era and Great War.

Post-Skaven Nation: The former Skaven Federation, a polity of rat-like humanoids that despoiled the worlds they occupied, attempted to launch a genocidal conquest of humanity halfway through the Great War. They eventually lost and agreed to leave the Harthus Galaxy in exchange for new worlds in the Novus Galaxy, which they agreed to. The Pan-Galactic Community, the main galactic international organization, organized the former Skaven territories as a mandate, settling it with applicable colonists. The new nation, after extensive terraforming, has just achieved independence. Your background should reflect this, but the actual composition of your polity is flexible, as long as it included Harthus Galaxy races (including humans.)

Baekdu: The leader of the Republican League and the current strongest Great Power. I have and will post the profile here, so you can just claim it if you're so inclined. However, I'd prefer to leave it in capable hands, so frankly I'll be putting a player I trust in this slot.

--
Characters also make a return from MGaSo IV-2. You can play as any citizen of any of the polities, going on adventures, making political waves, etc. They don't have orders and are IC only, but they may be included in updates if they do interesting things. I reserve the right to declare your actions null and void / kill the character in a hilariously gruesome way if you godmode, so be advised. Character signups look like this:

Name:
Age:
Polity of Residence:
Occupation:
Description:


--
There's an lot amount of lore to take in, so you can read the design doc, and ask us on our IRC channel, #MGaSO_Main. Go to theairlock.net and connect, then type "join #MGaSO_Main", without the quotes, to join. We're a friendly bunch and will be happy to explain anything and everything. This is a great way to meet other players, learn about the lore, and figure things out.

--
THE RULES:
1: The GM is always right. If I say something is canon, it's canon. If I say something is non-canon, it's non-canon. If I say your order is dumb and failed, your order is dumb and failed. I don't want to deal with people sniping at me over each and every thing that happens to their country that doesn't go their way.

2: Every non-Great Power country gets two normal orders every turn, two war orders to use in active conflicts, and an election order, to deal with changes in leadership. Each Great Power will have three normal orders instead. They can relate to your economy, your military, espionage, whatever it is you want to do. War orders are used for moving troops and carrying out operations, while normal orders are for non-war activities. Election orders deal with elections, of course, laying out policies and issues of the competing parties. They may or may not include who you want to win. Autocratic powers may send "election" orders upon the ascension of a new leader, or a shift in power amongst their underlings occurs. In general, I won't be keeping track of your internal politics outside of election orders, so make sure you roleplay effectively and remember your election dates.

3: Like World in Revolution, every few turns we will be having a "skip turn" which will cover five years as opposed to the usual one. These will allow the game to cover a greater timespan and tell a better story over a shorter time period. I will give you warning of when these occur, but expect them every six or seven normal turns.

4) There will be mini-updates occasionally for regional conflicts or particularly significant events. I will allow players with a stake in the crisis to send a number of orders that I will decide when this happens.

5) I don't save rolls, nor do I show them except possibly right as I am rolling them (which I will do on IRC). I reserve the right to not tell you your rolls for any reason.

6) I also reserve the right to have implausible, drastically off-policy, abhorrent, forum-rule-violating or simply dumb orders to fail automatically. This is not subject to appeal.

7) To keep me sane and able to write good updates, please keep orders short; no more than 3-4 lines, please. Some flavor is good; treatises are not.

8) You won't need to use orders to negotiate treaties, but they are a good way to remind me of any potential economic impacts you might want to ensue.

--
Stats:

Here's a sample stat sheet:

United People’s Democratic Emirates of Northwestern Samplestan
Form of Government: Footballocracy
Leader(s): President Joe Schmoe
Ruling Party: Monster Raving Loony Party (Ideology)
Population: 10b / 2% growth

Economy:
GDP: $X
Growth: Booming/Growing/Stagnant/Recession/Depression
Taxes: Emergency/High/Medium/Low/Tax Haven
Debt: Sustainable / Moderate / Heavy / Default

Development:
Food: Abundance/Surplus/Stable/Low/Starvation
Economy: Post-scarcity/Mechanized/Service/Industrial/Agrarian/Subsistence
Infrastructure: Excellent/Great/Good/Fair/Poor/Failing
Administration: Excellent/Great/Good/Fair/Poor/Failing
Education: Excellent/Great/Good/Fair/Poor/Failing
Military Tech: Excellent/Great/Good/Fair/Poor/Failing

Defense:

Flagship:
Battleships:
Cruisers:
Light Ships:
Transport Ships:
Landing Spires:
Elerium Bombs:
Manpower: Underutilized / Sufficient / Lacking / Failing

--
OK, that should be enough for the moment. Go ahead and sign up, and let us know over on IRC or in thread if you have any questions. Signups will go until 9/14, and may be extended as needed. More rules will go up with the game thread. Good luck!
 
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A star for each of the four territories and the capital city of Triste

Slot Taken: Post-Skaven Nation

Official Name: The Free Territories of the Ismar Traverse

Short Form: The Free Territories / The Territories

Capital City: Triste

Capital Planet: Telmun (Formerly Khaedz)

Government: Confederal Presidential Republic

  • The President is elected by direct universal suffrage for a term of five years.
  • The Assembly is made up of a total of forty men and women, ten from each of the sectors which make up the Free Territories. These envoys are selected by the legislatures of Agade and Sumer (formerly Arbug and Lagagiorr respectively) while on Temun and Eridu (formerly Kaekuks) they are elected by direct voting.
Government bodies:
  • Executive: President Gaius de Pave
  • Legislature: The Assembly, 40 seats
  • Judicial: The Assembly holds sole jurisdiction in matters of dispute between the Territories, all other legal cases are handled by sector level courts.
Politics:
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Major Parties:

  • Liberal Democrats (Classical Liberal)
    • A free market party focused on the rights of the individual, they hold a plurality of seats in the Assembly and enjoy most of their support from the self-reliant colonists and business interests within the Territories.
  • Conservative Party (Conservative)
    • An even minded party, most members of the Conservative Party look on the vast array of colonists who wish to radically alter the Free Territories with caution. It advocates moderation in all things and finds it roots with many of the PGC administrators who were responsible for first beginning to implement the Mandate.
  • Royal Alliance (Paternal Autrocrat/ Enlightened Absolutist)
    • The Royal Alliance is a party that is made up largely exiled nobles and monarchist colonists who wish to see the houses of their former lords restored within the Free Territories. They generally support broad government intervention and a powerful military.
Minor Parties:

  • Meritocratic Party (Social Meritocracy)
    • Made up of meritocrats who were defeated in the Azeratii civil war and supported by the Adrallan Oligarchy, it is the largest of the minor parties.
  • The Free Socialists (Syndicalist)
    • The Free Socialists seek further decentralization within the Free Territories and eventual control of the economy for workers unions.
  • Sovereignty Party (Anarcho-Capitalist)
    • The Sovereignty Party takes the ideas of the Liberal Democrats to their extremes. It is made up of people from all over the galaxy who came to the Free Territories seeking liberation from what they see as the oppressive and immoral hand of government.

Species description: Humans (28% Francia, 26% Albion, 21% Cletic, 16% Azeratii, 8% Baekdu, 1% Terra)


Home world description: The heavily terraformed world of Telmun is a continental world with an array of climates suitable for human life and is 58% covered by water.

History:

With the defeat of the Skaven and their evacuation to Novus in GSC 3777, it did not take long for the Pan-Galactic Community to begin organizing the territories as a mandate, to be settled by colonists from PGC members. The PGC issued a charter which guaranteed basic rights for the colonists and stipulated that the Mandate would take a republican form once it had reached a stage of development where it could existence as an independent polity. After a year of preliminary terraforming efforts to make the toxic Skaven worlds palatable to human life the first colony was established on former Khaedz, renamed Telmun. The first High Commissioner was Samuel Allen, an Albish political officer a compromise who proved acceptable both to the Baekdu Republic and the Adrallan Oligarchy. The new High Commissioner was tasked with furthering the terraforming efforts throughout the territories and promoting them to colonists.

Allen found the first task easy enough, and within the next year terraforming had progressed to the point where colonies could be established in all four sectors. With that completed, Allen’s lax attitude towards population control coupled with the general instability of many members of the PGC led to a flood of new colonists. Private companies, exiled nobles, political dissidents, and those who were just down on their luck or hoping for success on a far off world all ventured into the Free Territories. While under the ultimate authority of High Commissioner Allen and his sector level governors, most of these early arrivals were allowed to establish their own local government institutions so long as they abided by the Mandate’s Charter.

Allen resigned as High Commissioner ended in 3786 and he was replaced by, Gaius de Pave, a young Frankish economic consultant who had worked in Allen’s office for the past several years and looked to maintain his laissez-faire policies. De Pave formalized the governmental institutions that had begun to form in each of the Mandate’s four sectors, maintaining the sector governors only in an observational capacity. After several more years of successful terraforming and colonization, plans began to be drawn up for the Mandate to receive its independence. A constitution was written by representatives from each sector, largely under High Commissioner de Pave’s guidance, which was described as “A plan of confederacy for securing the freedom, sovereignty, and independence of the territories”. The constitution incorporated the charter’s guarantee of rights, established the office of president who was to be elected by all people of the territories, and formed the Assembly to be filled by representatives from each sector. It gave the government the power to make war and peace, negotiate diplomatic and commercial agreements, decide disputes between the territories, and make plans regarding future expansion of the Free Territories.


The Mandate was granted its total independence in 3794 and former High Commissioner de Pave was elected President in a landslide despite competing candidates of both a royalist and meritocratic bent. The new nation officially declared independence as The Free Territories of the Ismar Traverse.
 
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In as Azeratii
 
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The State of Francia

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Dictator-General Philipus Antonius
Official Name: The State of Francia
Short Form: Francia
Capital City: Roma
Capital Planet: Francia
Ruler: Dictator-General Philipus Antonius
Government: Unitary military dictatorship
The Dictator rules almost completely. As he is the same man who established the dictatorship he does not have any significant challenge from the military. Under him there is the Council.The Council is made up of 12 men, 4 from the military, 4 from the Chantry, and 4 from private individuals, usually important businessmen.

Politics:

There is no legislature in Francia and political parties are banned. However, there are multiple political movements that are more or less organized. All socialist, syndicalist, and communist movements are officially banned while the other left wing movements are merely harassed at times. These movements are:

600px-Flag_of_the_Kingdom_of_France_(1814-1830).svg.png

The Monarchist Movement
The Monarchists seek to restore the House of Pepinus to the throne of Francia. They are absolutists and very religious. Lukewarm support for the Dictatorship.

10081-OWIwZmIyOTRmYQ.jpg

The National Syndicalist and Traditionalist Phalanx
The Phalanx is an anti-monarchist right wing movement that opposes democracy. They are in favor of power to the Chantry and adopting elements of syndicalist economics in favor of a hierarchal and traditionalist society. They are very revanchist and opposed to the Republic of Baekdu. They strongly support the Dictatorship.

Russian-Imperial-Orthodoxy-Or-Death-Flag-3ft-X-5ft-Polyester-Banner-Flying-150-90cm-Custom-Flag.jpg

The Volunteer Army
The Volunteer Army is a non-Chantry sanctioned theocratic movement that has roots in the paramilitary disturbances before the Great War and up until the military takeover. They advocate rule by the Grand Chanter and an officially theocratic state. For the moment they are strongly in support of the Dictatorship.

Flag_of_Russia.svg

Movement for a Representative Republic
The Republican movement in Francia is a mixture of democratic conservatives, libertarians, and moderate liberals. The focus of this movement is the free market and respect for the common man’s rights. They are generally respected as the left of the Frankish political spectrum and only occasionally face any official harassment. They are opposed in principle to the Dictatorship but are in no actual hurry to bring about its end and the inevitable violent confrontation between the Right and the Left that would result from its fall.

latest

Movement for a Social Democracy
The Social Democrats support a republic for Francia that maintains a free market but with an advanced welfare system to provide for all of her citizens. Most socialists, syndicalists, and communists that take part in political activity join this movement and pretend to be social democrats as this movement is allowed to exist. Their offices are often raided and members harassed.
They are strongly opposed to the Dictatorship in principle and practice.

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Movement for a Meritocratic Francia
The Meritocratic movement is focused on creating a system similar to the Adrallan Oligarchy within Francia. Unlike in Baekdu and Azeratii the Frankish Meritocrats are Orthodox Meritocrats on the Adrallan model. Like the Republicans the Meritocrats are opposed to the Dictatorship in principle but often find it preferable to the socialists on the Left and the monarchists and traditionalists on the Right.

Species Description: Humans
Home world description: Continental with 63% of the surface covered in water.
History since the Epilogue:
Francia after defeat in the Great War was struck by the Skaven Crusade. The Frankish colonies were lost and the home territories invaded. Rather than provide strong leadership the new King failed to rally the people and quickly became a recluse. When Francia itself was invaded he abdicated the throne and all possible claimants refused the crown. The Grand Chanter temporarily took power and rallied a new Frankish Crusade to push out the rats. The war was horrid and bloody but the Skaven were eventually repulsed as the Franks fought with extermination tactics. After the Skaven Crusade the Grand Chanter surrendered his temporal powers and called for a constitutional convention to form a new government system for the Kingdom of Francia. The Constitutional Convention created a republic and elected President Paulus, the great general during the war. However on the President’s death two years into his office the republic was taken over by the Syndicalists. The military overthrew the government under the command of General Philipus Antonius who declared himself Dictator. The dictatorship has been somewhat stable since, but the economic recovery has been slow and incomplete.









 
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Name: Albion Free State
Anthem: I vow to thee, Albion
Capital: Albion (planet) ; Anglia (City)
Government: Presidential Republic
  • Lord Protector: currently vacant
  • First Chancellor: Richard Severn [Republican Party]
  • House of Systems [22 Representatives from Albion; 10 from Indus; 10 from Australias]
  • House of Representatives [1800 seats - voted in through proportional representation]
The Government of Albion is ostentatiously a Presidential Republic. The Second President of the Republic, Oliver Cromwell installed himself as Lord-Protector and ruled nearly dictatorially through the use of Article 17 which allowed the President to act without the prior consent of the Parliament. (these acts could be repealed through a two-thirds majority in Parliament which the Republican Party’s 35% share of the vote prevented). However Oliver Cromwell was assassinated by syndicalists in the streets of Waibosa on Australias during the period of ‘Red Terror’ - far left terrorism. Currently the position of Lord Protector is vacant with elections due to be held in the new year.

The Parliament is split into two chambers. The lower house is the House of Representatives and is made up of 1800 seats elected through proportional representation. The First Chancellor generally comes from the House of Representatives. Throughout the history of the state no party has ever secured more than 50% of the vote and so all the governments including Cromwell’s dictatorship have been shaky coalition governments.

The Upper House or the House of Systems is also elected by Proportional representation but on a System basis. Each system is allocated a set number of states, while critics decry the fact that the plurality of votes lies with Albion. Each election cycle half of the system seats are up for election. Thus a System Representative serves for a time twice that of a regular representative.

Territories: Albion (Capital), Indus (state), Australias, (state), Arcadia (claimed - controlled by the Black Khanate), Hibernia (colony in PGC mandate Ukrask)



Political Parties of Albion
  • Republican Party: The Largest Party and successor to the revolutionary Roundheads, the Republican party has been in power since the installation of Oliver Cromwell as Lord Protector. They regularly score slightly above a third of the vote. The Republican Party is generally isolationist. [Centre-left] [Social Liberal]
  • Equalist Party: The Equalist Party is a radical breakaway group from the Republicans. Decrying the dictatorship of Cromwell and viewing the Republican Party has having thrown away its values to curry noble support and prevent social revolution. Depending on the election they can fluctuate from the third to fifth largest party. [radical socialist]
  • Renewal Party: A loose alliance of Syndicalists, meritocrats and Anarchists the Renewal Party wants the radical overthrow of the Albish situation. Though the form of the replacement is not agreed upon and they are only united in their contempt of the current government. In order to counter the influence of the Syndicalists the meritocratic wing and anarchist wing merged to found the ideology of Anarcho-Meritocracy, an ideology met with contempt by foreign meritocratic movements. Generally the smallest of the Major Parties [far left] [Orthodox Syndicalism / Anarcho-meritocracy]
  • Centre Party: The second largest Party, the Centre Party is more right-leaning Republican party and normally secures a majority of the middle class. Prior to the Cromwell - era the Centre Party would often form a Coalition with the Republican Party. The Centre Party advocates for Albion to return to the international stage. [Centre] [Classical Liberal]
  • Albion People’s Party: The most moderate of the right wing Parties. The Party advocates for a constitutional Monarchy as well as a more proactive Albion foreign policy. They also favour some military buildup, though generally want to see Albion’s grievances rectified through diplomacy rather than military. Fluctuates from being the third to fourth largest party. [centre-right] [Authoritarian Democrat / Democratic Monarchy]
  • Albion National People's Party: Comprised of the elite of the old Albion regime, the ANPP seeks to abolish the Republic and the creation of a pro-corporation monarchist state. They also advocate aggressive action to rectify Albish grievances notably through wanting to reclaim east indus from the celts or even annex the entire nation as well as seek the formation of a colonial Albish nation. Fluctuates between being the fourth and fifth largest party. [Paternal Autocrat]
  • Albion United Workers Party: A fringe and radical party that advocates for the immediate re-militarisation of Albion and the annulment of nearly all international treaties. It’s leader is famous for his rhetoric which decries the ‘stab in the back’ that prevented the Albion success in the war to reclaim Australias as well as his desire to annex the celts and aggressively claim former trade coalition land as Albish. [far-right] [Ultranationalist]
  • Australias Independence Party: A protest party that doesn’t take its seats, this party fights for the return to independence of Australias. The party was banned under Oliver Cromwell and has faced persecution since. [nationalist]
  • Indus Lobbyist Party: A small party that primarily represents the issues of Indus. While nationalistic it is not radical or secessionist rather just localist. The party is rather small as most Indus citizens find the major parties more attractive. [nationalist]

Current Political Makeup of Albion:
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Republican Party: 544, Centre Party: 225, Albion People’s Party: 210, Albion National People’s Party: 196, Equalist Party: 168, Indus Lobbyist Party: 154, Renewal Party: 112, Albion United Workers Party: 104, Other: 84.

Currently the Government is under a coalition between the Republican Party, the Centre Party and the Indus Lobbyist Party. Though the coalition is on shaky grounds. The average lifespan of a government prior to Cromwell was approximately nine months, time will tell if the trend will continue on.

Government
  • Lord-Protector: vacant
  • First Chancellor: Richard Severn [Republican Party]
  • Chancellor of the Treasury: Marcus Hinch [Centre Party]
  • Chancellor of the Interior: Herbert Jones [Republican Party]
  • Foreign Chancellor: Mary James [Republican Party]
  • Chancellor for Defence: John Desborough [Centre Party]
  • Chancellor of the Justice: Frederick Harper [Centre Party]
  • Chancellor for Health: Susan Wright [Republican Party]
  • Chancellor for Industry: Ashar Labar [Indus Lobbyist Party]
  • Chancellor for Albion: David Fox [Republican Party]
  • Chancellor for Australias: Alexander Worth [Republican Party]
  • Chancellor for Indus: Rana Daul [Indus Lobbyist Party
Military
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A Parade of the Reconstructed Army and Navy

The original armed forces of the Commonwealth of Albion was intricately tied to Albion's system of Nobility. Despite ostentatiously united under the command and authority of the king most regiments and fleets were commanded and held loyalty to their respective nobles. This was seen during the first rebellion by Australias when the entirety of the local garrison defected to the rebellion. During the second noble rebellion the army went through several processes of restructuring. Notably on Indus where the majority of the troops rather than noble regiments were citizen militias loyal to the central government and on Australias where despite the continued ongoing victories on the planet eventually leading to the reclamation of 3/4ths of the planet economic collapse back home lead to mass mutiny and a forced peace. This fostered a sense of betrayal in the army who felt that victory had been snatched from the Commonwealth through the failed resolve of the people.

In the resulting civil war the Royal Army fractured, while a few elite units remained loyal to the Crown, many fought for their respective lords or joined the Roundhead’s in the form of paramilitary ‘Autonomous Brigades.’ Recognising the flaws of the previous army Cromwell and several of the leaders of these paramilitary brigades lead by Major Felding signed the Cromwell-Felding Pact which secured the loyalty of these units in exchange for the Roundheads expelling the more radical elements of the movement. With Loyalty secured Cromwell forged the army into a new ‘Reconstructed Army’, based along lines of professionalism and alleged apoliticism.

After the end of the war and the victory of the Republican forces this ‘Reconstructed Army’ formed the basis of the new army of the Albion Free State and played a key role in allowing Cromwell to maintain his presidential dictatorship. The policies of the reconstructed army was also carried over into the new Free State Navy, though many conservative elements of the former Royal Navy have survived the purges and maintain significant political and military control.


The Reconstructed Army focuses on a doctrine of supporting heavily armed elite ‘shock brigades’ skilled in short range fighting with larger support brigades, generally in a ratio of 1:2. The Albion Navy is a smaller force that is split into three fleets. The two smaller fleets based on Australias and Albion are primarily made up of lighter destroyers and cruisers, while the main Albion fleet consists primarily of cruisers and battlecruisers, with a supplementary destroyer/carrier force. Fleet doctrine places priority on long range firepower and mobility. There are few battleships in the fleet with most of these being older obsolete designs.



History of the Free State [as written by Albish Sources]
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Elements of the 112th Fusiliers 'Green Ribbon' Brigade lead an attack on a Noble Aligned force

The birth of the Albion Free State starts with the death of the Commonwealth of Albion. Strained by internal dissent, economic failure and international aggression. After a disastrous intervention in Celtia and a blatant ideological suppression at the hands of the Republican controlled Pan-Galactic Council the rebellious and self-serving Duke Layman of Australias collaborated with the aid of alien mercenaries to secede from the Albish Commonwealth. After attempts from the secret service to eliminate the Duke narrowly failed, the Albion Fleet jumped into the System only to find that not only had the local fleet garrison defected, but that the enemy was working with the Justicar’s - an alien race that out of malice at having lost their own homeworld now sought to spread disunity amongst the galaxy. The resulting bloodbath compelled the proud southern Albish nobles and Republican sponsored dissidents to rise up in revolt against the crown.

The Regent Era and the Second Ducal War

Deciding to spare continued bloodshed and rather focus on uniting the nation against the republican forces that seemed to have targeted Albion King George XXVII signed the Noble Compact. Agreeing to sign over much of his power to a council of noblemen as well as agreeing to abdicate in favour of a regent who would rule for an extended period.

The Regent Period was one of change in Albion. The Duke Layman continued his ploys against the Commonwealth, blatantly flouting promises by the royal authorities to make him the Governor-General of a planned New Albion, a series of new world colonies aimed to provide food to the Commonwealth and aid its transition towards a more service based and global industry by founding his own independent colony Tetra Volcanus. During this period large corporations increasingly came to dominate the Albion political landscape, both in the Noble Council and through private connections to the regent himself. As the food situation remained tenuous and tensions still remained under the surface the Commonwealth still chugged along, beginning the Colonisation of Canada in the New World and making links with the Knights of Progress including acquiring schematics for a new series of ‘Heavy Battleships.’

However Albion’s political isolation made it vulnerable. Split of from its main ally Francia by a pirate haven Albion had no way of receiving aid when the radicalised celts launched a surprise and illegal invasion of the border system of East Indus. Worse still was the dual uprisings of both Duke Layman and the Duke of Indus. Seeing that the Regent had failed the three Prince’s of Albion, hatched a plot with the nobility, having the regent assassinated and ruling as a Triumvirate. Despite this the Royal Navy was overwhelmed above Albion and although they gave a brutal battering to the Celts they were forced to sign a humiliating peace with the Celts in order to preserve the unity of the nation.

Across the Commonwealth however forces rose up against the rebels. On Indus under Prince Henry the populace betrayed the traitorous Duke who surrendered preserving a measure of dignity by preventing further bloodshed. Though promised fair treatment the brutal execution of Prince Richard, always the most popular of the Princes led to the public execution of the Duke. On Tetra Volcanus a small Albion fleet blockaded the system, and supported the loyalist faction, ultimately ending in defeat after the cruel use of toxic gas by Duke Layman. In response the Prince sanctioned the use of the ‘Royal Spire’ Albion’s sole landing spire, it’s attack led to the demolishment of the Australias capital and allowed the Army to bypass most of the prepared Australias defences. However in spite of the advancing army, the Duke Layman continued to elude capture preferring to let his planet suffer rather than admit defeat. The notably xenophobic layman even resorted to calling on the aid of a anti-human terrorist organisation to first attempt to attack Albion and then later frame Albion by attacking his own populace.

The Civil War


However the economic situation of Albion was not good. The sinister galactic republic’s seeking to reduce Albion to a dependency imposed a blockade on Albion devastating the economy which even the influx of money from technology sales to Lamia and Francia and a trade deal with the Skaven could not rectify. The economic situation led to collapse on the home front which spread to the army leading to mass mutiny and eventually forcing Albion to negotiate at the hands of the PGC. The resulting deal recognised the independence of Australias among other things. Within days civil war broke out in the cities of Albion which quickly spread throughout the countryside, as army elements opposed the Treaty while the Roundhead Alliance an anti-monarchical league placed the blame on the institutionalised nobility and monarchy which in turn incited a Noble-led counter-revolt.

Sensing the loss of the situation, despite the loyalty of the majority of the Royal Navy and elite units of the army the Princes abdicated and fled to Indus, where there was the largest royalist support, before fleeing on to parts unknown. The crux of the civil war was originally fought between the Nobles and the Roundheads led by Cromwell. However after many army elements declared neutrality following the royalists official renunciation of any claim to the throne, Cromwell sought a chance to tip the scales. Contacting the head of the former royalists Major Felding, Cromwell agreed to a pact in which the royalist elements aided the Republicans in exchange for Cromwell’s moderation of his policies and rejection of the radicalist elements of the Roundhead movement.

As a result the civil war fractured into a three way civil war, between the nobility, the Roundheads and the new Renewal faction a mix of syndicalists, meritocrats and other agitators aligned only by their distaste for the other factions. Cromwell allowed the nobles and the Renewals to fight each other for nearly a year, while he worked on his Reconstructed Army. Which when it took the field late into the civil war proved a match for the most veteran of the rival factions.

For all his political skill it was Cromwell’s diplomacy that resulting in the Roundhead restoration to control over Albion. Although allegedly independent, the Albion civil war had spilled over into Australias where Roundhead’s loyal to Cromwell fought back against the meritocratic policies implemented by the Duke. Playing off the Beakadu internationalism, Cromwell managed to secure a pro-Roundhead intervention by the Beakadu, even agreeing to his reintegration of Australias in exchange for relinquishing claims on Tetra Volcanus; a system Cromwell cared little about. With Baekdu aid the Republican forces easily finished their victory and under the oversight of the occupiers the new Albion constitution was drawn up, after 2 Ducal wars and a five year civil war, the Commonwealth of Albion was dead and the Free State was born in its place.

The Occupation
Despite the end of the war, peace did not return to Albion, terrorism from both the far left syndicalists and far right nobles plagued the state, and separatist threats were always present in the royalist Indus and the Ducal Australias. Cromwell despite many pleas turned down the presidency and instead remained in the army working to continue his reforms and spread them to the royal navy, which had returned its loyalty to the Republic after a public plea from the exiled Prince Stephen. Without a leader the Roundheads split into the centre party, the republican party and the equalist party. Over the period of Baekdu occupation the governments were a series of coalition governments, and each quickly collapsed due to opposing views and the hyperinflation and economic ruin brought on by Baekdu and Celtic market dominance.

Presidential Rule


As the Beakdu occupation continued, economic recovery still hampered Albion and the fragmented Albish Parliament was unable to provide stable enough Government to form a stable policy to deal with the recovery era and the continuing crisis. During this period it was not uncommon to see armed paramilitaries belonging to political factions that would engage in deadly street fights across the Commonwealth. Occasionally these groups would work together to attack Republican League troops and sites both in order to steal high quality Republican equipment but also part of a growing sentiment in the Nation that viewed the Republican League as an illegal occupying force intentionally stymieing Albion's recovery and was willing to go to aggressive measures to force them out.

It was in this situation that Cromwell suddenly returned to politics again, nominating himself as a Presidential Candidate in the upcoming Presidential Elections which with army support and the loyalty of the Republicans he won in a landslide, campaigning of a platform of strong governance, economic recovery and a crackdown on separatism. Through the strong executive powers invested in the constitution and the support of the army Cromwell was able to establish an effective Presidential dictatorship renaming his title as Lord-Protector. Under his rule repression in Australias increased to combat the separatist movement and the Australias Independence Party was banned. Paramilitaries were also forced to either disband or be folded into the Reconstructed Army were they underwent conditioning to adapt them to the regimental nature of the Army. Furthermore through a buy-back scheme to disarm these groups the Government was able to obtain several Republican military designs from stolen equipment which were reverse engineered and modified to jump start a revival in the Albion armaments Industry. Indus also suffered repression but not to the same degree. However in spite of his authoritarian policies, Cromwell was popular, he reversed Albion’s economic decline and for the most part ensured strong and stable leadership as promised. Additionally he made overtures towards the former royal family hoping to heal the divide in the country between the royalists and the republicans, the result of this was the return of the elderly Prince Stephen to Albion, though the direct descendants of King George XXVII have refused to end their exile. Cromwell was also instrumental in negotiating the withdrawal of the Republican League from the Albion Free State on good terms helping to avoid Albion stumbling into an accidental war which the paramilitary actions had threatened. Towards the end of his Presidential term elements of the far-left fearing that he would simply flaunt the constitution or declare himself monarch began a period of agitation known as the ‘red terror’, the ultimate end result of this period which resulted in over 400 political deaths was the murder of Cromwell himself while on tour in Australias.

With the end of Cromwell’s era Albion stands on a brink, will parliament be able to maintain democracy with his death? Or will Albion sink back into degeneration? Even now large sects of society conspire against the Republic seeing it as an imposed puppet government by the galactic republics or a facade for nobles to retain their power. The upcoming elections for Lord-Protector seem sure to indicate what the future may hold for Albion.

Foreign Policy


Albion’s foreign policy is primarily isolationist. The Government has attempted to avoid making any strong ties with outside nations. Despite its Republican constitution Albion has not and currently has little intention of joining the Republican League. Though it is still a member of the Pan-Galactic Council this is a role it executes infrequently. Despite this many in Albion have different political outlooks. Significantly a large chunk of the parties support a more active political role. On the left this tends to be closer ties with the Republic, while on the right there are three competing lines of thought, with those who favour action to reclaim Albion’s perceived colonial claims in the new world in the region of the Skaven Khanates being the least prominent while the most prominent seek to regain control of East Indus if not all of Celtic space. A third faction of middling popularity instead wishes to see Albion take over the former lands of the Xan’thi Trade Coalition with many believing the systems could be turned into Albish settler colonies and the population turned to providing food for the mother systems.
 
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Knights of Progress
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Left: Dragos Chapter Sigil Right: Knights of Progress Sigil
Polity Name: Knights of Progress (K.O.P.) -- Dragos/Atlantis Chapter
Leader: Knight-Commander Murad Aljanov
[SIZE]Organization/ Colonial State[/SIZE]

Atlantite government is modeled after the K.O.P. Solesian system from when they owned their own state. Within the system there is a large amount of autonomy in terms of forming businesses, class mobility, and general opportunities. The catch is that every one functions on martial law and the Knights can be very brutal in putting down any insurrection. Due to their obsession with progress, a lot of revenue from the Knights is spent to send people trade schools or obtain associate degrees under them. This system might prove to be too taxing on the colony, which is still struggling with its infrastructure for public schools. Work hours are also long under K.O.P. rule. The law only prevents people from working more than 10 hours a day and only 6 days of the week. More vacation time is required but in still totals to more work than the average other polity.

To appease the Baekdu Repulic, Knight-Commander Murad Aljanov has allowed his Knight-Lieutenants to function as an unofficial elective group, and for the civilians of Atlantis to form a legal body. While the Knight-Commander retains power to do what he pleases with laws he allows the Atlantite Commons House to come up with laws and referendums to petition the commader. There is still some chaffing from this deal as the Grandmaster wants absolute control and Baekdu more civilian legal say in the colony, still. . . Murad has yet to have a crises from balancing the two. There are parties within the Commons House but it is the K.O.P. parties that concern the Knight-Commander as more and more Vavasours and Vassals attempt to spread influence on Atlantis. The colonial population is comprised of humans: 55% Ablion, 21% Celtic, 13% Baekdu, 11% Other.

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Atlantis' surface is comprised of 77% water and 23% land. Its name was derivation is unknown but there are theories: from the initial landing crew approaching the planet from a side with the most water; from the capital Aria being formed as a semifloating city made from the Aria ship and the other colony ships; the inhabitants wanting to evoke the name of the great ancient realm; the knights being a generally technologically advanced force yet lacking in manpower like the namesake. It is unclear what caused the name yet it stuck. The Aria [an advanced colony ship that the Celtic Chapter, which would found the colony, was a prototype colony ship. It landed with a horde of mismatched other ships and tethered together to one another and next to sandbars and rocky outcroppings to create a colony. The planet itself has a diameter of 11,513.21 Kilometers. It has a ring around it and two moons (creating a season of dramatic tides). It is second planet from the local star, orbiting it every 412 days.

As is common with colonies of the new world, most of the Atlantis planet is unexplored. Preliminary scans did show there were no sentient lifeforms, at least no temporary or permanent settlements to show civilization. The land has a wide ecosystem and climate range and thus the biodiversity doesn't fear the colonists yet. Many squires and knights of the K.O.P. have taken up the task of hunting down dangerous beasts to earn prestige within the chapter. Hunting is actually a common reason for what little tourism there is on the planet. Atlantis also has a powerful mining industry based in one of its few cities [Verm] using a special red gemstone known as verilium and liquid minerals found in the early days of colonization. The large amount of new plants and animals have allowed for the Knights to let less reputable industries such as Weyland-Yutani Corp to set up research bases, under supervision of course.

Due to its waning power in the old world, the K.O.P. has begun heavily investing in Atlantis. Grandmaster Orkna wants Knight-Commander Murad to turn Atlantis into a shining example of what all colonies should be, but more importantly use it to make a strong revenue, population, production, and military base for the K.O.P. Being completely surrounded by Baekdu colonies and the Skaven Khanates, there isn't much else the Atlanties can do. There still isn't a large amount of K.O.P. members on the planet; however, its control over the colony is absolute. The dangers of the new world and the fact the Knights own it, have created a situation of martial law being declared. Many new migrants are vetted, inoculated for the native diseases, and given options of were to be transported to. Creating a new town requires an appeal to the K.O.P. a charter to be gifted, and for someone (usually the military) to clear out the area for any dangerous fauna and foliage.

]General order History:
Originally founded in the year GSC 2345 the Knights of Progress were a fraternity centered around charity works. A group of influential businessmen, politicians, and wealthy good Samaritans. They first started by founding and funding charities to expand on medical research, as situations at home worsened they lead relief efforts for disasters, and eventually ended up owning their own little peace corpse. The issue was once that peace corpse went into more hostile areas they needed protection, so a pattern of their employees getting ransomed sprang up, and would have bankrupted the fraternity if not for multiple government subsidies.

A few of their people managed to escape and ward off the hostile factions in these third world countries through violence of their own. Openly these actions were at first chastised, but secretly the leaders of the fraternity started teaching their relief effort groups how to fend off terrorists. Needless to say it was successful, the Knights of Progress' relief missions became world renown, and infamous, for being able to hold off terrorist and guerilla attacks. Didn't take long after that until these missions involved members taking the fight to particularly threatening groups. Some people disliked how a peace corpse was engaging in war, but the people they went to help were made safer and that's what really counts isn't it? Eventually a new branch of the Knights was made designed to fight insurgents, built up of veterans from the many wars being waged across the globe. To fund this the knights had to expand their domestic financiers, despite having their own corporations and wealth. Militaries are expensive and so they offered to use the bulk of their combined corporations' research and development sectors for military research. They then sold it to the highest paying government. This though was not enough to keep the people in these areas safe, so that left the knights with one option, put them under permanent protection. The Knights of

Progress with their own forces, advanced technology, mercenaries, and favors from nearby nations, invaded a small collection of third world countries that had always been a problem area. The conquest was swift, and the public executions of the leaders of all defeated parties who would not submit quick. Now the Knights were free to fix the problems these people had without hindrance, and gain tax to help fund their new army. People learned very quickly not to revolt against their new 'saviors' because those who get in the way of progress must be eliminated.
Lore from last game

Celtic Union Chapter History:
Knight-Commander Dragos Alexandru Cosma had been sent with the Aria chapter ship to the Celtic Union to expand the organization's influence. When a civil war broke out the Knight of Progress played both sides, accepting payment from foreign nations to prolong the war or help one side, they even started taking over criminal organizations to control rather than stop crime. Their antics of course made them terrorists to the Celtic Union, which would force the K.O.P. to leave the sector upon the war's end.

Colonization of Atlantis:
Following the aftermath of the Celtic war the K.O.P. chapter that had fanned the flames was forced to go on the run. With the supposed help of Albion and other Polities, the Celtic chapter lead by Knight-Commander Dragos Alexandru Cosma gathered refugees from the war and also Albions who had been starving, and did a mad jump into the new Galaxy. After drifting in space they found a suitable planet and began the slow process of colonizing it. In truth, most of the planet is unexplored. Yes there are satellite images of the whole surface, but nothing is explored until a person goes there and charts the area up close.

The name of the planet has changed several times in the last few decades. First it was called Atlantis due to its high amounts of surface water. People also refered to the planet as Aria due to the chapter ship that formed the colony. With the passing of the previous Knight-Commander the chapter of the K.O.P. running the area became known as Dragos, the planet Atlantis, and the capital Aria. Dragos' death also called into question who would run the system. In return for reinstatement within to the K.O.P. [as Dragos' rash actions had the chapter denounced] they would accept a new Knight-Commander.

Murad Alijanov had served in both the Baekdu and Francia chapters. He was raised from Knight-Lieutenant due to his work in establishing the Francia chapter to provide armed escort for individual trading vessels in return for their item lists, giving the K.O.P. numerous amounts of information on trade vessels. To appease the Baekdu colonial neighbors he allows his Knight-Sergeants and Lieutenants to have more say in his decisions than most chapters.

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New Domingo. K.O.P. Captial
Due to the immense amount of freedom the K.O.P. allows for its separate chapters there are a number of internal political factions. This is to be expected because the order acts with the independence of its own nation as well. The parties are as follows: Traditionalists, Expansionists, Reactionists, Criminalists, Regals, Egalitarians. Each of these factions have sub factions as well, depending on the chapter. The below text will briefly discuss them.

Traditionalists follow a format based off of the order's forefathers. They desire for the their power to be spread chiefly through the use of corporations as funding, mercenary armies as military, and charities as public reputation increasers. They have a few sub factions one could say, but these are just people who say favor one of the three options over the others. Capitalists want to make more powerful corporations, Socialists prefer charities, and Warmongers mercenary work. This overarching party is strongest within their home space sector where these methods originated.

Expansionists to put it simply desire widespread conquests in all fields. They feel that the K.O.P. should conquer states and even whole planets by filling all its societal niches. For instance taking over all corporations on the planet or creating one powerful enough to monopolize industries. Actually annexing terrorist groups and redirecting them to clients of their mercenary work as a means to increase planetary desire for K.O.P. protection. Charities providing relief effort help to people in need to make them seem heroic. As you notice this follows along the traditionalist model yet it is modified to where the Knights don't own a small centralized few, but everything. There are two separate sub-parties. Shadowers who want run the majority of everything indirectly, and Fisters who would rather assert full iron fisted authoritarian rule over the populace. These parties have often been associated with two sectors, first are the Shadowers under the Chief Whisperer himself in the Zelsar sector. Finally the Fisters in the Xan'Thi sector.

Reactionists actually want to revert back to former methods. They would rather that the order be strictly a nexus of non-profit organizations and corporations offering economical stimulus through work projects in down trodden areas. This is a small yet extremely unified party which has its strongest foot hold in the Baekdu sector.

Criminalists wish for nothing more than to utilize the order's immense resources to completely dominate the criminal underworld. It would be easy with their advanced weaponry, training, and even many chapters indirectly controlling criminal syndicates. What differs here are reasons why. Syndicates wish to completely criminalize becoming the soul criminal empire in the galaxy. Vigilants desire to reform the underworld to be more copasetic with society. Lastly are the realists who want control over the underworld as a means to curb its damage to society. The greatest foothold for all these groups are in the Terran Sector.

Regals believe that class and status matter. They feel that knights should be nobility like in the historic past, even the founding members of the K.O.P. were a sort of nobility. Then again this groups sub-parties stop agreeing after that. Vassals are a group that believes the order should become completely subservient to that particular sector's ruler, so political machinations don't cloud their mission of progress. Crown Heads which to own their own titles independently of that sector's rulers, but not necessarily be at odds with them. Chanters desire to bring their religious views into the fold and support clerical works. Vassals have the most support in the Albion chapter that defected due to its dominance just a few decades ago. Crown Heads reside mainly within the Azeratti sector amongst powerful noble house who wish to gain independence from their empire by joining the K.O.P. Chanters are strictly a Francia Sector phenomenon drawing off of the immense historical and cultural influence of knighthood and religion.

Egalitarians believe in equality to all in everything and their sub parties have a relationship in duality. Amenders wish to make everyone be treated equally by forcing strict laws onto the populace that will help encourage equality. Liberators would instead prefer that the types of laws the amenders propose be ignored, and instead have no laws enforce equality their reasoning being that "one cannot encourage equality under the law by making laws that treat people differently." Egalitarian parties are evenly distributed over the Solesia, Baekdu, Zelsar, and Terran sectors.


Hierarchy
Grandmaster: The grandmaster is the absolute ruler of the K.O.P. They promote Knight-Commanders, raise vavasours, and so on. However, the K.O.P. originally spawned from a coalition of businessmen and other well-to-do individuals. The vassals of the Grandmaster form a bevy where information is presented and voted on. The Grandmaster's has the final say, unless the bevy does a greater majority veto of the master's decision. The autonomy and long distances caused by the chapter's scatterings means that most Knight-Commanders are not present, so much so they are unofficially excluded from the bevy meetings. Vavasours hold the most power in the bevy by simply being the main advisors to the grandmaster. It is a general quagmire of a merging stock-holder interests and militant chain-of-command methods together.

The grandmaster themselves is elected by the vassals. Only another vassal may become the grandmaster, and a vote only occurs if the previous one abdicates or dies. There are cases where a grandmaster is declared dead but returns causing two grandmasters, this results in the vassals revolting between the two. Due to the prowess of the Solesian home base, a majority of Grandmasters have come from there and were businessmen vassals or diplomats. Very few grandmasters had served as knight-commanders, and only one was the vassal leader of a criminal-syndicate. Grandmasters are also often kept preoccupied with keeping the vassals and political parties in-line, often with an iron fist and force of will, while trying to ensure the K.O.P. goals are ensured.

Vavasours: Vassals owing allegiance to the Grandmaster but also having vassals of their own. They quite often act as a sort of high-council or federal-secretaries of the K.O.P. They are appointed by the Grandmaster.
High Marshal, Seneschal, Chapter Leaders, Chief Whisperer, Arch Analyst

Vassals: Members of power, wealth, or influence who serve directly under a vavasour.
Knight-Commanders, Corporate Leaders, Governors, Syndicate Heads

Knights: The military backbone and overall echelon of the K.O.P. Despite the autonomy of chapters all knights go through a near identical training process to ensure quality is maintained.




    • Knight-Commander (K-8) Every chapter is lead by a knight-commander. Knight-commanders are chosen by the Grandmaster themselves to avoid inter chapter or vassal cronyism. Due to their owning of a chapter knight-commanders are vassals, but must also appease the orders of vavasours who manage the invisible empire of the K.O.P. in the name of the Grandmaster. Beyond the before, K-8s are often the sectorial faces of the K.O.P. and demand respect from their subordinates. They lead with a great deal of autonomy and are responsible for training, maintaining, and promoting their knights.
    • Knight-Lieutenant (K-7) Chapters need at least one Lieutenant for every battalion [300-500 troops). They act as the most trusted men of the knight-commander, and thus are often promoted by them. Their degree of power is dependent on the ck-8 themselves, but k-7s typically act as high-ranking officers who assist in coordinating the chapter's efforts and denizens.
    • Knight-Sergeant (K-6) These knights are the common officer group of the K.O.P. forces. They work closest with all the other K-rankings below them and behave as intermediaries between the non commissioned officers (K-5s) and the higher ranking officers. K-6s act as company (80-150 troops) leaders as well.
    • Knights-Enforcer (K-5) When a knight has proven themselves to be skilled, loyal, and experienced they are promoted to K-5. Enforcers are placed in control of platoons (15-30 troops) to lead and manage. They are also made most responsible for training squires; successfully training squires is the surest way to rise to a K-6.
    • Knight-Striker (K-4) Squads (8-12 troops) are lead by K-4s. Their place in the hierarchy is to lead troops, ensure orders, and gain leadership experience to eventually be promoted.
    • Knight (K-3) Freshly knighted these are the bulk of the K.O.P. military force. Wearing advanced armors and weapons with their knight like designs they strike awe on what battlefields they are deployed. Due to the small numbers, knights are more trained in a manner befitting most special forces. They do have experience though as they are required to have served as squires, which makes up the other bulk of the K.O.P. military. Each knight is promoted by a Knight-Enforcer by receiving a spur insignia.
    • Squire (K-2) To be a squire is to serve as the equivalent of a private-corporal in any other military. They do most of the grunt work and are the greenest. Squires intermingle with Knights at barracks and in squad line ups. It is for practicality and for the squires to learn from other knights. After several years or "proving themselves" they are promoted to knight.
    • Page (K-1) Advanced interrogation resistance, survival training (specific environments like jungle or mountain depends on chapter deployment), melee combat, ranged combat, basic field medicine, and so on. These are what pages are placed under for nearly a year before being released out into the universe as K.O.P. squires.
Member: Anyone who has been initiated into the K.O.P. but does not retain the above statuses. These are businessmen, charity operators, medical personnel, et cetera. There is nothing particularly outlined amongst the member hierarchy. Their more civilian nature has them functioning more independently than the K rankings. Chiefs merely need to report to the Knight-Commander they are under and keep the lower members in check.



    • Chief (M-5)
    • Veteran (M-4)
    • Adept (M-3)
    • Neophyte (M-2)
    • Initiate (M-1)

Satellites: Are people, corporations, or another entity owned either directly or indirectly by that sector's chapter. The Mara-Pacifier alliance from 40 years and Ranko Inc. of Solesia are examples of satellites. Satellites often have no knights or members in them except for the higher ranking positions.


[I hope to keep this semi up to date as the game progresses]
K.O.P. <-- Atlantis is still a K.O.P. colony even if it is a mostly autonomous chapter. While initially upset with the Celtic Chapter that formed the colony [because they didn't send word, not because of the mercenary and terrorist acts] Grandmaster Orkna Cranoch is pleased now. On the K.O.P. homeworld of Solesia they had been rapidly losing land, their corporations only remaining alive, thus the colony offers new hope for the organization. The Celtic chapter that went rogue to become the colonial chapter has been reinstated into the K.O.P. fold [15 years ago when Dragos died]. This has given the colony renewed vigor but caused a greater amount of foreign influence from the Grandmaster based in Solesia being able to give orders. Luckily, the K.O.P. gives chapters a great deal of autonomy.

Andrallan Oligarchy <-- General K.O.P. opinion on the Ligarchy was to keep them at arms length. The most interaction it had was a chapter being used as a trade post on the fringe of Andrallan space. The Solesian war did cause some issues as the K.O.P. headquarters were on that planet. The knights though did what they always did, encourage progress. With business no longer viable they played multiple sides in the conflict to encourage technological improvements, and partially get revenge on the Solesian Republic forcing the K.O.P. to relinquish most of its power on the planet. With Atlantis itself, the colony's explorers had found an ancient vessel in the Novus Galaxy and sold the schematics to the Adnrallan Oligarchy and Albish for 700 billion credits each. Up to Aedan777 if they've had any further dealings.

Albion <-- When last game ended their relations were good. Albion was a common benefactor of the chapter and helped them to leave this galaxy for a new one. More importantly is how the vast majority of colonists are or descend from Albion; the state let a massive amount of its people go with the K.O.P. to ease their issues in a food crisis. Albion was also the first nation to recognize Atlantis as its own independent and legal body. To this day Albion and Atlantis maintain amiable relations with the colony generally seeing Albion as their one true friends. Of course there are some minorities in the Albion parliament calling for annexation they are still a minority. Gorganslayer approved

Baekdu Republic<-- Secretly, the Baekdu hired the K.O.P. Celtic Chapter to give assistance to Republican Revolutionaries. Openly they had no real stance on the K.O.P. except for the necessary trade between their colonies and allowed access through the wormhole. To appease the Baekdu colonial neighbors Atlantis' Knight-Commander has allowed his Knight-Lieutenants to have more say in his decisions than most chapters. Though, the Baekdu will probably want more Atlantite concessions for an increase in republican governance. Up to Scrapknight how their relations are now.

Celtic Union <-- Hate hate relation here. Back when the Celtic Republic was simply the Celtic Union, Ua hAillin denounced the K.O.P. The dislike was further earned when the K.O.P. did what it did best, prolonging war [Celtic Civil War] and taking power during the chaos to ensure their strange interpretation of "Progress." The K.O.P.'s antics gave them a well-earned label of terrorists by the Celtic government, especially with how the knights did one of their classic maneuvers taking the reigns of criminals to form a syndicate satellite. At the least, the Pacifier-Mara gang alliance the Celtic Chapter made was officially disbanded; however, most of the gangs reformed and created more violence since the K.O.P. leash had lifted. The Celtic government is still rather upset about the affair. Up to Plank of Wood if Celtic Republic view of K.O.P. have somehow changed.

Skaven <-- They neighbor each other. Up to Scrapknight how the N.P.C. relations are.
 
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Official Name: The Kingdom of Divine Light
Species Name: Watchers
Religion/Civilization Name: Children of the Word
Capital City: Gate-of-Prosperity
Capital Planet: Soil-Dark-As-Night
Ruler: The 62nd Oracle "The Loving-Kindness Oracle"
Government: Theocratic absolute monarchy
Slot Taken: Novus Galaxy A

Flag: a yellow banner with a meditative prayer consisting of words and symbols drawn in oldscript (the alphabet that could be formed by a Watcher with their body in the sand, as opposed to the more succinct wildscript made by making rubbings with one's coiled body in the bark of a log, or the modern viewscript first written using Handbeasts and currently used in digital form)
Currency: Holy Treasure (HT)
Computing Language: they use a binary system, one akin to the paired sets of trigrams used in the Earth bagua of the i-ching. Even before the apocalyptic war and the domination of the church, clans used traditional/ancestral proverbs in these types of configurations as the basis of their cryptography

Physiology -

The Watchers are a sapient reptile species most closely resembling snakes. Like conventional snakes they are scaled, elongated, legless, and exothermic vertebrates. They reproduce in a similar manner to garden and rattle snakes, giving birth to live young from a membrane pouch that develops on the mother. Unlike snakes they are omnivorous. They live 3/4ths the lifespan of an average human and breed in large groups (like a snake mating ball), giving their society a clan structure that the Children of the Word have gone to great lengths to eliminate from their society in favor of state run creches to raise young Watchers and serve as a social groupings/families once they leave home and go out into the world.

Technology -

Using their bodies to make pictographs and crude tools they developed written language and from that came spoken language and a more complex social structure allowing for the passing on of technological and cultural innovations from generation to generation. Without any manipulators they were able to invent the wheel and domesticate "Shoulderbeasts" of burden, but ultimately their development of manufacturing required the harnessing of "Handbeasts", which resemble something like a cross between a kangaroo and a giant rabbit. However, even while the vehicles they used to replace Handbeasts possess manipulators they shun the use of prosthetic limbs, preferring to use a form of control involving wrapping their bodies around a pillar or stick like controller with various pressure sensitive buttons and switches.

Traditionally they harnessed various combustible gasses as well as heat energy from swamps and volcanic vents rather than relying on petroleum for fuel, but in the electromechanical era they developed hydrogen fuel cells that led the way for their contemporary technology.

Having thrown rocks at predators and each other during their stone-age, they have a cultural affinity for large kinetic projectiles and as such are fond of railguns as opposed to explosive warheads or energy weapons. Having developed hot air balloons relatively early they are also fond of vehicles that float rather than tread upon the ground.

Culture -

Culturally they associate the eyes with thought and the soul in the way humans once thought of the heart, and so most early tribal groups used something like "Observer", "Watcher", or "Seeing Ones" to denote the concept of people.

In the early electromechanical era a new redacted/undecided era, a new religious sect formed by a blind prophet, Milkeyes, emerged and the resulting state expanded rapidly and became on of the world's great powers. Only after an apocalyptic war and resulting ecological castastrophe was the Kingdom of the faithful able to conquer the heretical states and unite the planet and the species under God's banner.

Their civilization is, resultingly, a theocracy ruled by a God-elected Oracle. When one Oracle dies, the high priests use divination to determine what newborn is the reincarnation of that leader, and that child is taken and raised by the priesthood to lead as a living prophet and direct conduit with god.

The Children of the Word’s conception of God is one of a messianic interceder in the cycle of reincarnation, like real life’s Pure Land Buddha. Like in Islam, the Oracle is the secular leader and the direct messenger of God and like in Mormonism the Prophet and other leaders are seen as being living prophets and having actual oracular abilities, being “seers and revelators” to use the Mormon terminology. In their religion Watchers are only ever reincarnated again as Watchers, as people, so the ultimate goal of their religion and their species is to ascend and become spiritual beings in the court of God, no longer incarnating into new bodies.


Prior to the global domination of the Children of the Word, clan-based militaristic societies ranging from dictatorships to democracies warred over natural resources and in hopes of eliminating all rival bloodlines to their clans. The destruction to both Watcher life by these genocides and to the planet is part of what allowed the ecological and egalitarian message of the Oracle Milk-Eyes to spread so fast and to undermine the dominant states from within. So while the Watchers are still an isolated species who have no mechanism for incorporating the alien into their religion, they do have a strong religious tradition against racism and genetic determinism more generally, and view monarchies and other forms of direct blood succession as superstitious and barbaric.

Politics -

As the Oracular succession is determined through divination to find the reincarnation of the previous prophet, and the newly found prophet is raised by the Court of Miracles that perform this divination, there is a highly oligarchic and politically charged element that one might not suspect and which is not advertised or admitted to largely in their society. Courtly intrigues are largely personality based, without regard for family lineage, as exact parentage has never been a culturally significant matter for this species. In lieu of clans, there are your childhood crechemates but the successful high priests have spent their formative years in monasteries, so they are likely to have forgotten their “siblings”. Instead there is competition between the different monasteries and priestly orders for patronage and prestige, as well as for the attention of the Oracle, who even with the secretive machinations of the court still wields tremendous power.

The current Oracle, the Loving-Kindness Oracle, is an albino female and the successor to the 61st Oracle, a black-and-yellow male, the Clear-Seeing Oracle.

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Her holiness

Just as the Court of Miracles is the top of a pyramid of religious organizations followed by the Ecclesiastical Office that adjudicates disputes between monasteries and appoints monk-officials, followed after that by the monasteries and priestly orders themselves, there is a secular state component as well. The Court of Songs consists of elders and experts, bridging on Meritocracy, and is the upper house of a body known as the Assembly of Judges, which has more popular and charismatic leaders with a less technocratic bent and more popular representation, representing the Faithful (the populace) as a whole.

The third arm of the Kingdom is the Sword of God, the military, presided over by the King of the Gate and his seconds-in-command: The King of the Vanguard, King of the Rearguard, King of the Right Flank, and King of the Left Flank.

The breakdown of the factions, official and unofficial, within the government is thus:

Wayfarers (Court of Miracles): Those high abbots who believe that the best way to preserve the fragile environment of the sacred homeworld is to offload as much of the population as possible onto exoplanetary colonies. They enjoyed the favor of the previous Oracle, the Clear-Seeing. [Paternal Autocrats]
Sages (Court of Miracles): The ministerial center of the Court of Miracles, these abbots use holy divination to determine even the minutest details of public policy, trusting God to make their decisions for them. [Enlightened Absolutists]
Caretakers (Court of Miracles): The dissenters in the Court of Miracles, these abbots argue that the traditional ways of living in balance in nature on the homeworld should continue and seek an end to the forced transfer of populations to exoplanets. [Classical Liberal]
Scribes of the Word (Court of Songs): The academic arm of the church, and the most holy of the lay orders; responsible for archiving the words of the Oracles and administering civil examinations based upon those teachings. They are the advocates of the adjucation of disputes by lay lawyer/scholars of the religious laws rather than by central authorities. [Anarcho-Capitalists]
Knights of the Temple (Assembly of Judges): The most militaristic of the lay orders, the hawks of the lower secular assembly who were responsible for vanquishing the remainder of the eugenicist militarists and liberating captives after the catastrophe-war. [Social Liberal]
Knights of the Hospital (Assembly of Judges): The more humanitarian of the lay orders, the doves of the lower secular assembly. [Social Democrats]
Elders of the Staff (Court of Songs): The civil service's representatives in the secular Court, proponents of common sense policy. [Social Meritocrats]

Naming Conventions -
While there may be duplicate names for different watchers, they used to use familial and clan names in the dark times and in the age of the word there may be no two living watchers of the same name from the same sept, which is something like a sibco from the Clans in the Mechwarrior series. Septs have their own names separate from the cities they are in and are in many ways like monasteries or cathedrals in their own right.

For instance, before she was selected at a young as the reincarnation of the Clear-Seeing Oracle, the current and Loving-Kindness Oracle was raised and designated by the caregivers at the Mosstower sept on Soil-Dark-As-Night (the homeworld) with the personal name Snowscale.

The current King of the Vanguard is Scales on Fire from the underwater cavern sept known as Water-Like-Blood.
 
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Królestwo Burza
The Storm Kingdom
Slot: Replacement for Geralia/[Turan/Resedaria/Itsonkuez]/Hermit Kingdom/Geralia(?)
Capital planet: Śląskow
Capital City: Miasto Burzy (City of the Storm)
Government: Enlightened Absolute Monarchy

Leader: Królowa Deszczu Zofia I Domu Leszczyński (Storm Queen Zofia I of the House Leszczyński)

Culture:
The culture of the Storm Kingdom is deeply rooted in, and influenced by the tradition of their ancestors who often fought a brutal guerilla war against an ancient tyrannical conqueror who had subdued the independent states of their home planet: Śląskow. The many states, who had fought brutal war against each other in the past, decided to bond together against their Occupiers. Thusly, the people in the Storm Kingdom are harsh, proud with a deep feeling of independence and freedom. While it may seem ironic to be under the dominion of the Storm King, they throughly believe that their monarch protects their independence and freedom.

Religion:
The people of Śląskow follows a God called Trzydra, which is depicted as an eagle in flight, holding a sigil of the All-Seeing in its talons. Trzydra is believed to be a just, honest, and devious God, who will not shy away from scheming against outright evil, and chaotic persons.

The All-Seeing is a mythical object that allows its wielder to see whatever happens in the universe. The stories tell of ambitious men obtaining it, but going mad due to the massive influx of knowledge.

History:
The planet of Śląskow was first settled some 40000 years ago, and the colonizers knew that the ice planet could not support life, and thusly they constructed huge fortress-cities that is the only place where human life can prosper. These gigantic structures are revered by the commonfolk, and while most do not understand them, each city has a chief architect with a team of architects that have learned the craft of building, repairing, and expanding the cities. The capital city has, for exampe, been expanded several times.

While the people of Śląskow fought for hundreds (some even say thousands) of years against the occupiers, they first achieved independence when their occupier collapses. With it, the alliance between the different factions collapsed as well. Many petty kingdoms arose on the Southern Hemisphere of Śląskow, the strongest being the Storm Kingdom, or Kingdom of the Storm. The mythical Władysław I Domu Leszcyński subdued these petty kingdoms by creating alliances via marriages, and divide and conquer. He also heavily infiltrated his allies and enemies alike, and used secrets to preassure and blackmail his enemies and allies into submission. After he had united the petty kingdoms, he set his eyes upon the several republics and other various states. While the first few invasions of their lands went swell, the factions who had fought inbetween, formed a united bloc against the Storm King who was eventually captured and shot on the spot. His son, Stanisław Domu Leszcyński, demanded what he called "justice" and sent in another invasion army. While the Storm King was seriously outnumbered, he ordered the construction of several enormous fortifications which in reality were deathtraps for the opposing armies. When they broke through the many layers of defence, they encountered a killing zone which decimated the armies of the United Bloc, and after fifteen years of fighting, the planet was united under the Storm King, who quickly proclaimed himself and his dynasty to be blessed by the Trzydra, and thusly having the right to rule absolute.

While the King was ruling absolute, and by the Grace of the Trzydra, he established an advisory body called the Sejm that adviced the Storm King on important matters of state.
Little is known of the Storm Kingdom throughout the years, and it was neutral during the Great War, only in the present day ending their isolation with an alliance with Lamia. The Kingdom is however, shrouded in the shadows, and few know of their existence.

Factions:
There are several factions within the Storm Kingdom, and while some are more influential than others, their power is based on its members grace with the King. The more the King likes the members of the faction, the likelyhood of them having influence increases.

Liberałowieska: The liberals in the court of the Storm King/Queen. They want to loosen up on the laws concerning "land" ownership, and want to change many of the draconian laws that exists, and the most radical wishes to give more power to the nobles.

Purytanie: The archconservatives in the court are known as puritans, and wishes the current status quo to be upheld.

Oświecony Absoluto: Sometimes called the Social Conservatives, they are the ones with most influence within the court, and the Storm Kings have for many years followed their wise counsel, and reigned as enlightened monarchs, with a respect for the people of their kingdom.

Prominent members of the Royal Family:

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The Sigil of the house of Leszczyński


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Zofia I Domu Leszczyński, Królowa Burzy, Grzmot i Deszczu, Obrońcy Sprawiedliwych, Królowa Śląsków, Protektor Wolności, Księżniczka Miasta Burzy, Księżniczka Wybrzeża Błyskawicy i Hrabina Sieradz

The young Storm Queen Zofia became queen at the age of 8, when her father died of complications following an injury. An injury inflicted by the commander of the Royal Guard, even though that fact is not known by the public.

She is said to be extremely beautiful, and is aged 14. Even though she has been content with her uncle ruling her kingdom, she has gotten more powers, as her uncle believes that it is important that she learns how to rule, and gets experience with it.

Her full title is: Zofia the First of House Leszcyński, Queen of Storm, Thunder, and Rain,
Defenders of the Righteous, Queen of Śląsków, Protector of Freedom, Princess of the City of the Storm, Princess of the Lightning Coas, and Countess of Sieradz

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Michał Domu Leszczyński, Książę burza i Władca-Ochraniacz

Seen as the most capaple person by the Sejm, the Storm Queen's 57 year old uncle was elected as Lord-Protector of the Storm Kingdom. Ever since his elder brother suffered a terrible injury and died due to complications soon after, Michał has ruled for his niece with an efficient, and steady hand, even if he is known to be excessively brutal to his enemies. He also outmaneuvered Zofia's mother, and sent her to the other side of the planet in a kind of exile, not being allowed to see her daughter.

He is also known to be quite overprotective of his young niece. He first truly became known after he expelled the Skaven raiders with such ferocity that it is rumoured he scared the soldiers under his command.

The Calendar: The Storm Kingdom uses its own official calendar which is called Kalendarz Pioruna i Burzy, the Calendar of Lightning and Storm. It counts the years after the Storm Kings first subdued the planet. The current year is 2600.


Military:

The military of the Storm Kingdom is also deeply rooted in guerilla and shadow war against the Tyrant, and the wars of unificaiton. Thusly they are experts in infiltration, and using schemes to win their wars. Their navy isn't trained in frontal assaults, but rather stealthy attacks and using surprise to their advantage.
The Storm Kingdom are also experts in building fortifications, and siege warfare, with little remorse for casulties, or the lives of civilians.
To protect the armed forces from the rough and unforgiven land of their home planet, they are outfitted with suit of power armour that protects them, and enhances their fighting abilities.



Greater Coat of Arms of the House Leszczyński

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Kroak-Cha
(“The Nation of the Desert” in Drayar-tongue)
Capital Planet: Turac
Government: Clan Assembly
"Leader": Voice Hujat Vamto

Home World Description: In the distant sectors of space lies the planet of Turac orbiting the Kalman star. Turac is not much to look at. It is a desert planet with oceans and oasis galore. Plant life is limited to the few areas with water and in the ocean depths. To many, Turac is just another barren desert wasteland in the fringes of space, unimportant to colonize, boring to explore, and lacking any noticeable strategic value. But to the Drayar, this is their home. While the great star powers of the new and old galaxy were busy fighting amongst themselves, the Drayar grew in relative isolation. Now though is the time for the people of Turac to expand into the stars and claim their place in the universe according to the great Draconian Pact.

Species Description: The Drayar are the lizard-like inhabitants of the planet Turac, and have roamed the planet for centuries. With the planet void of farmable land, the Drayar resorted to hunter-gathering techniques alongside occasional fishing ports on the coast, creating a rather nomadic culture for many of the Drayar. With this, the Drayar soon split into various clans, each clan establishing certain skills and specialties depending on what part of the world they were in. The clans acted basically as separate and mobile nations on Turac, engaging in commerce, diplomacy, and warfare with each other. The clans developed different cultures, different forms of governance, different religions, and different societal structures. The clans remained divided for centuries, continuing on with their lives and ensuring the survival of their respective clans, whether that be through war or peace.

History: This was the case of the Drayar for centuries, divided and nomadic. One event though changed this division, the discovery of space travel. With the ability to traverse the stars, Clans began sending their members into space to claim neighboring planets in the name of their respective clan. As these colonies grew, the rivalries between clans grew as well. Eventually, the rivalry between the clans grew so heated that it turned into war, one of the largest wars in Turac’s history. Clans were decimated across Turac and the Drayar colonies, thousands were slaughtered, and clans were exterminated. This age in Drayar history is known as “The Endless War”. For almost a hundred years, this war plagued the Drayar people, and threatened their survival as a species.

After almost a hundred years of ceaseless war, five clans, realizing the impunity of the war and its destructive nature, decided that enough was enough. They banded together in an alliance, and waged conflict against the clans, promoting war in the name of peace. They proved to be victorious, and the war ended. These five great clans decided that, in order for the Drayar to survive and prosper across the galaxy, that unity was required. As such, the five great clans, along with the other tens of hundreds of smaller clans, signed the Draronian Pact, a treaty establishing a new polity, the Kroak-Cha, the Nation of the Desert.

The Draronian Pact had two major declarations in it:

  1. That the Drayar clans were to act united together in the name of peace and stability while maintaining their traditional hegemony as ancient clans of the people.
  2. That the Drayar are to utilize this unity to spread across the galaxy.

The first declaration was achieved by creating a system of government that respected the Clans’ hegemony and accomplished a degree of unity, leading to the creation of the Great Assembly.

The Great Assembly is a meeting of the various Clans of Turac in matters of planetary importance. Each Clan sends its chieftain and a number of representatives to meet at the Dracar, the “Great Hall” of the Drayar deep within the desert of Turac. It is not a legislation in the same breed as other galactic republics or parliamentary governments, mostly due to the unitary or federal nature of those institutions. Even though the Dracar has the power to make policy similar to those legislatures, the parties involved are basically independent sovereign entities. The Clans that sent the representatives are basically autonomous from one another, and act as separate nations. Dracar proposals must be voted in unanimously in order to pass (all the Clans must agree on it for it to become law). The Dracar is the one place where all the clans act in unison, but other than that, the clans manage themselves. This leads to one of the biggest problems in the Kroak-Cha, it is barely united politically. Clans treat each other as friends and rivals, and in a few instances, the Clans have gone to war with each other while under the Draronian system (though the Dracar has the ability to mediate Clan disputes if the two parties agree to said mediation).

Politics are rather primitive when it comes to Dracar factions. The clans mostly look out for themselves. Though, merchant clans tend to favor trade, military clans tend to favor militarism, and technological clans prefer tech advancement. Most clans are a mixture of the three. “Syndicalism”, “Socialism”, those concepts are rather unknown, and the only notes of “Monarchism” within the Dracar are the clans that have hereditary chieftains.

The leader of the Great Assembly is the “Drayar-Yut”, the “Drayar’s Voice”, or simply, “the Voice”. The position of the Voice is usually granted to a Drayar who the Dracar have deemed able to rule, whether that be a chieftain, a warrior, a merchant, or even a wanderer (though it rarely falls to non-chieftains). The Voice is the closest thing Kroak-Cha has to a head of state, for he has veto power within the Dracar. He is the representative of the Drayar to foreign entities (if the need arises), and has the ability to call upon the clans in preparation for war.

The clans handle their own warriors, their own fleets, and their own generals. The Voice can call upon the clans to contribute their warriors for conflict on a galactic scale, but besides that, the Voice and the Dracar can only encourage clans to build ships or train new warriors, for the clans do not have to obey this request.
 
Slot Taken: Novus Galaxy C

Polity Name: Velian Exarchate

Government System: Aretaic Stratocracy. The state and society are organized along military lines, with rank-based hierarchies and promotions determined by performance and merit. The military controls every aspect of society. The government is led by an executive appointed by collective decision of the heads of the various military branches. The executive in turn relies upon councils of high-ranking officers to provide advice for the formulation and execution of policy.

Leader: Exarch Velius Phrygius

Species description: The Liantar are a race of bipedal reptiles with a pronounced taste for militarism and syncretism. They typically stand about two meters in height, with dense musculatures and imposing physiques, including a tough partial exoskeleton that covers their torsos and backs. Despite their strength, Liantar are disciplined and polite. Conversely, Hyvel are shorter and more lightly muscled bipedal mammals with a light covering of fur and long, sensitive ears. They tend to be a bit more excitable and naive than their cynical Liantar co-species, but are also disposed towards bursts of creativity that the Liantar find fascinating and useful. For their part, they value the Liantar and their steady strength.

Home world description: Lian began as a dangerous single-continent tropical planet with multiple predatory pre-sapient species fighting over territory, harsh weather, and dangerous flora. The Liantar have largely domesticated the planet by clearing much of the jungle, driving the dangerous predators into the remaining jungle preserves, and settling their people inside enclosed arcologies to endure the weather. Hyvel is a much gentler forest world broken up into multiple continents, also largely domesticated. Most Hyvelen cities are open-air and sprawling. The third planet, Elia, is dominated by flat expanses of savanna and devoid of meteorological or living threats to Velian settlement. Most settlements on Elia are a mixture of Liantar-style fortified architecture and Hyvelen open-air design, taking on the form of walled cities.

History: Born from the harsh hell of planet Lian, the Liantar devised multiple purpose-based castes, each with its own strict rank structure and system of obedience, to ensure that all labor was efficiently allocated and that only the best rose into positions of leadership. Given the multiple hostile fauna and pre-sapient species on Lian, this caste system quickly became military in nature as Liantar expansion turned into an all-comers war of attrition. Through dogged tenacity and superior technology, the Liantar managed to tame their dangerous world and take to the stars.

Liantar armed exploration ships quickly discovered their closest neighboring species, the Hyvel. Energetic but credulous, the Hyvelen were advanced but still mired in their various internecine conflicts. Several Hyvelen leaders hired Liantar cohorts as mercenaries to settle their disputes with their inter-planetary rivals. The Liantar used these contracts as inroads to gradually acquire territory and thus influence over Hyvelen society. Several Hyvel nations signed agreements with the Liantar cohorts placing themselves under 'direct management,' since the alternative was often conquest by their neighbors. These managed nations grew exponentially in power with a direct influx of Liantar investment, and rapidly conquered the remainder of the planet. Thus did Hyvel fall without a single shot fired in its defense.

Rather than rule the Hyvelen as a conquered people, the Liantar absorbed them into their own society. Hyvelens were smaller and physically weaker than Liantar, but their physical dexterity was impressive and they could serve in a variety of useful roles. Methodical and rule-oriented, the Liantar devoted much of their energies towards the full integration of the Hyvel into Liantar society rather than attempting further expansion. After several generations, the Hyvelen had assumed a co-equal place in Liantar society -- while fewer Hyvelen were considered suitable for front-line military service than Liantar, they dominated support and aerospace trades and thus contributed a roughly equal proportion of citizens.

Liantar-Hyvel society, now embracing all military roles as well as the civil service in the fashion that it had previously glorified front-line combat soldiering, found itself much more well-rounded and flexible. While Liantar society had previously been ruled by a cadre of generals from each caste, the Exarchate devised to manage the Hyvel nations rose above them in prominence with the aid of the Hyvel citizenry. Unlike the previous junta, the Exarchate possessed the form of an actual government, derived from Liantar-Hyvel principles, and its single Exarch along with its multiple supporting organs easily supplanted the junta, which was deemed obsolete and relegated to an advisory military staff. The co-identity 'Velian' was adopted by the Exarchate as a means of collectively identifying its composite species, an identity which enjoys broad support among its citizenry.

The Velian Exarchate has only settled its third planet, Elia, relatively recently, but the bustling new planet is already a center of growth and industry. Elia is unique in that it represents the first truly integrated planet in the Exarchate -- while Lian and Hyvel both have sizable minorities of their non-native counterpart species, the native species still generally run the show. There has been some talk of setting up a new inter-planetary capital in Gamma Settlement, Elia's largest city. But as Elia's frontiers begin to fill up, the Exarchate may start looking outward for new expansion opportunities...

Post-Contact Factions (Speculative):

The Tradition Faction: Comprised of the majority of Liantar and a sizable plurality of the Hyvelen, the Traditionalists believe in the fundamental Velian principle of slow, steady expansion and integration of useful ideas. They believe in cooperation with the more orderly galactic powers (particularly the Adrallan Oligarchy) so long as that cooperation is of use to the Exarchate and remains on the Exarchate's terms. Foreign ideas and technologies are to be procured, studied, and incorporated into Velian society only after careful deliberation and alteration.

The Celerity Faction: The second-largest faction (albeit much smaller than the largest), with a roughly equal mixture of Liantar and Hyvelen, the Accelerationists want the Exarchate to fully embrace Orthodox Meritocracy and Adrallan ideas with a minimum of delay. The goal is to emulate the successful but not unstable Oligarchy as a means of rapidly boot-strapping up to galactic prominence. The Accelerationists also support rapid outward expansion bolstered by military conquest.

The Isolation Faction: Isolationists are principally old-guard Liantar who believe in curtailing or even ending outward expansion in favor of securing the Velian homeworlds against galactic encroachment. They reject foreign influences or any notion of reform, as few consider galactic 'innovations' to be of any worth, if not a direct danger to the social fabric.

The Integration Faction: A radical offshoot of the Celerity Faction, Integrationists are sufficiently xenophilic as to desire not just rapid expansion and adoption of outside ideas, but to contemplate the notion of integrating additional species into Velian society, as well as directly tinkering with the extant social codes to make Velians more like outsiders. This is considered a lunatic fringe movement by most Velians.
 
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Official Name: The Everlasting Zeilmorian Union of Systems
Claimed Area: Novus Galaxy sector A
Short Form: Zeilmorian Union
Capital City: Union City
Capital Planet: Zeil Planet, Tobal System

Government:

Species Description:

The majority of the Union population are what can be considered standard galactic humans, very similar to those inhabiting many of the universe worlds. However the real peculiarity in the Union population is the high rate of adoption of biomechanical augmentations to their body to improve over the natural human capabilities as guided by trans-humanism principles established around three centuries ago during the revival era.

However it cannot be said the masses have access to great amount of improvement, to the contrary, much of the population have one or two enhancements and work hard their live to obtain more, in hopes to one day become like the great immortal leaders.

As one ascend the social ladders of the Union one can observe more and more bio-mechanical parts on the people until you achieve the ranks of the Immortal elite, the ruling princes of the Union. The immortals as they call themselves have replaced the totality of their body, no longer bound by meat and biology just their consciousness remaining of their once upon a time human body.

History:

The Zeilmarian people recorded history goes back thousands of years, according to tradition they infact do not originate from the planet but came here from heaven, to a new paradise to be established in the name of the Gods, religious beliefs establish that a great war happened in the heavens beyond reason and it was destroyed leaving the Zeilmarians to rebuild it on this planet Zeil (which means new Heaven). New scientific and archeological finding have conclude is likely the Zeilmarians were colonist from some unknown human nation long ago, and were left stranded by the collapse of such nation devolving once more to a primitive state.

As nations states formed the old times of zeil were of warfare and development a common history across the stars. It would be in year pre-revival 1759 that would begin change of these state with the development of sublight engines and the beginning of the colonization of tobal system by the nation states of Zeil.

The golden Era of intra system expansion would end with the ruination of the Zeil nations by one system engulfing conflict between nation states that would devolved into nation state vs colonies. In thirty years of uninterrupted warfare which include the total destruction of several colonies billions would die, specially in the aftermath of the cleansing by fire of Zeil, a near apocalyptic event which consisted in the kinetic impact upon zeil by an asteroid by the rebel forces of Narosh in their bid for liberation.

The war would end with the ruination of all involved and the collapse of the colonial and nation states into near anarchy.

With near 70% of the zeilmorian population death, massive population and work crisis ensued, in a bid to rebuild the worlds by their new governments the ban on robotics was lifted and began their usage in mass scale slowly the system would rebuilt and so would robotics advance. Zeil itself was contained and quarantined into small city states by the now powerful colonial nations. From here merchants princes would rise to power into their respectives areas. It would be in devastated zeil that the advancement of biomechanical would come. in order to rebuild the planet and survive no longer standard humans would work. It would be zeil born explorers the first to reach to nearby systems, and begin colonization by merchant princes.

The colonial powers would invade the rising Zeil once more in year 1910 pre revival times to put down the growing threat. As much of its leaders were banish and exodus occurred to the nearby Mir system where the princes would rebuild. It would be in Mir that the Transhumanism movement would grow and be embraced by the Pinces to the horror of the Total system population, it would be in the selected year 2000 pre revival that the Mir princes would invade Tobal systems the great conquest. Low in population compared to the home system, they would embrace the full usage of robots and mechanics. The now more machine than men princes would lead their robotic armies and crush the tobal united forces, zeil would be reconquered no five years later and the revival era inaugurated

Now in year 300 RE zeil is a utopian planet or so they say, ruled by a caste of immortal princes and princess from the times of the conquering and their descendants who rule over mankind and machine alike. Zeilmorians population is dwarfed some say 10x-20x times by their machines, whom do all kind of work for the zeilmorians and their owners the merchant princes with riches far beyond comprehensible

The third system would be colonised two hundreds years ago, and named Xatrix in honor of Xatrix Belleau whom lead the Transhuman forces in the great conquering and sacrificed his live in the great battle of Narosh where the mighty Naroshian Navy and the remnants of the outer colonial government's forces stood in a battle to decide it all with superior numbers. Xatir leadership and sacrifice would enable victory and the Revival to start.

By the congress time the union is lead by a senate of the powerful merchant princes families who elect a representative to guide them all. in practice each do their own thing following established and not so established union laws.

Contact with foreign species was done some ten years ago slowly with explorers of baekdu and Azeratii and already trade with companies and entrepreneurs begin established as Union lands are in the border with them

Society

The Zeilmorian Union Society is one of have and have not, identified by how much of your body is still organic. Thanks to its lower population by brutal warfare in the past, much of its workforce is a robotic based one.

The social classes of the Union can be identified by how many biomechanical replacements you have, the more you have the bigger opportunities to grow inside companies, surpass your peers and be recognized all under the aegis of the Transhumanist doctrine of Zeil which establish humans are born to be elevated to immortality like gods upon themselves by leaving frail organic body behind.

In reality biomechanical replacements are extremely expensive as such the controlling families have no fear of been observed as only fews manage to reach their highs of having truly immortal as they call themselves members.

In the Union following the tradition from the revival era, there is no senators, nor elected representatives instead merchant princes as they call themselves of thousands of companies gather in the Zeil Economic Senate to lead their nation, the only real requirement to be on the senate is possessing at least 0.01% of the economic value of the state, currently there are 1000 Merchant Princes as recognized by the Princely Board of quality control.

Of course even in this high powerful class there are divisions with the “Immortals” being on the top commanding, they are surviving members of the revival times, whom have lives centuries and other whom have achieved full mechanical body at a great cost. It is said there is around fifty Immortals currently.

A peculiarity of Union society is all law upholding and martial forces are composed of androids and other type of robots commanded by augmented humans leaders whom respond to the Zeil Union Security Force a union spanding security apparatus which control the police and armed forces.

The Navy is under the command of the Zeil Union Intergalactic Forces and is the main focus of the state as robots for ground control are cheap to manufacture, the Navy is staffed by Humans officers with robotic underlings.

It is Not uncommon for rich and powerful people and families to possess their own small security apparatus the richer the biggest, with big merchant princes owning flotillas of their own. The immortals are said to even hold capital ships on their private forces.

All said the Union itself is not geared towards militaristic warfare, and is more a nation of commerce, industry and trade by their mechanical forces, their land forces are small, for which enemy there is to fight? and their naval forces even though up to date as they can aren't bigger either, mostly concerned with keeping the merchant fleets small flotillas from fighting too long and piracy control in outer rings
 
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Name
: Uksugu
Formal Name: The Uksugan Federation

Capital Planet: Uksugu
Capital City: Tephra

Overview

The Uksugan Federation is a democratic republic located on the northeastern edge of the Harthus Galaxy. Uksugu was part of the race to colonize worlds once the jumpgates were discovered and has a number of colonies in the Novus Galaxy. In intergalactic politics, Uksugu joined the Pan-Galactic Community on its inception and voted on many key issues the PGC dealt with. Uksugu aligned itself with fellow republics, fostered good relations with them, and joined the Republican League.

Due to its isolated position in the galaxy, Uksugu never found itself involved in too many conflicts in the Harthus Galaxy. The two exceptions were participating in the PGC intervention against Solesia for their genocide of natives on Ahbrazz and the Great War, where Uksugu fought against the Adrallians on the eastern front.

Uksugu may have been spared the worst of the Great War, but there are nations they will have to keep an eye on like the Kingdom of Lamia and the Machinars Union.


Government: Federal Democratic Republic

  • The Executive of the Uksugan Federation is the President, elected every 4 years. The president has a mandated 2 term limit.

  • The Legislature consists of a single body called the Senate, with 3,600 senators elected to 2 year terms. There is no term limit for senators.

  • The highest court in Uksugu is the High Court. Judges throughout the Federation are appointed via merit selection, where the president has short a list of candidates (selected by a panel of lawyers and non-lawyers) to choose from, and can be voted out in yes-or-no retention elections.

  • Most elections in the Uksugan Federation are universal suffrage.

Current Senate (3794)

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SE - 28 UW - 121 SD - 953 EP - 111 PP - 1087 CP - 1171 SR - 129​



Presidents of The Uksugan Federation/Uksugan League*

3748 - 3756: Lucijab (Progressive)
3756 - 3768: Nadia Ducote (Meritocrat/Equality)
3768 - 3772: Jose Grivans (Conservative)
3772 - 3776: Dane Mithy (Conservative)
3776 - 3784: Jeane Lipson (Social Democrat)
3784 - 3788: Juda Selee (Conservative)
3788 - 3794: Howill Grodra (Social Democrat)
3794 - : Lecia Zephyr (Progressive)​


*Note: Uksugans agree that the shift from the Uksugan League to the Uksugan Federation wasn’t very radical. Generally there is no distinction made between the League and the Federation.


Political Parties
  • Major
Social Democrat Party (Social Liberal): The left leaning major party of Uksugu, the Social Democrats’ issues are worker’s rights, universal healthcare, universal education, and increased regulation of corporations. They do not wish to impede the free market of the Federation. Like the other major parties, they are open to staying in the Republican League but some in the party dislike the occasional hawkishness of the Progressives.​

Progressive Party (Classical Liberal): The centrist major party of Uksugu, the Progressives’ issues are free trade, equal rights, development of technology, and proactive participation in the galactic community. Out of all the parties, the Progressives are typically the strongest advocates of membership in the Republican League and the PGC.

Conservative Party (Republican Conservative): The right leaning major party of Uksugu, the Conservatives’ issues are agrarian/colonial development, freedom of system governments, and military buildup. They support staying the the Republican League and the PGC, but are hesitant about interventions in other nations.​
  • Minor
Equality Party (Social Liberal): A breakoff of the former Meritocratic Party, the Equality Party is the only party in Uksugu to push for reforms that would transform the Uksugan Federation into a Tasavaltan Direct Democracy. In policy, the Equality Party is quite similar to the Social Democrats. This has resulted in their fall to a minor party as many in Uksugu don’t see how a Direct Democracy is better than the current republic.

United Workers Party (Orthodox Syndicalist): With the success of Syndicalism in Celtia and Azeratii, the Uksugan United Workers Party wants to replicate their success and transfer control of the economy to worker-controlled unions. Uksugans generally don’t want an end to a free market economy, so the United Workers Party remains a minor party.

Social Equity Party (Social Meritocrats): Another breakoff from the Meritocratic Party, the Social Equity Party wants to achieve the goal of social equality, but through a bureaucracy awarding meritorious individuals rather than through government agencies. Such a radical shift is so unpopular with many Uksugans that they would rather take their chances with the Syndicalists running Uksugu than the Social Equity Party.

Self Reliance (Republican Conservatives): Self Reliance has most of its agenda in common with the Conservative Party. However, Self Reliance is by far the most isolationist party, arguing for withdrawing from the Republican League, a build up of the military to similar levels to Uksugu’s neighbors, and a focus on snatching up as much of the Novus Galaxy as possible. The party is seen generally as playing second fiddle for the Conservative Party due to the radical isolationism.
Races of the Uksugan Federation

The Homs are a race of humans that mainly live in the territory of the Uksugan Federation. There isn’t much to distinguish them from other human races, except for the fact that a microscopic part of their body consists of ether, the unique energy source that is only found in Uksugan territory.

The Machina are a race of androids with incredibly advanced A.I. that is capable of displaying a human-like range of emotions. Machina have what are projected to be much higher lifespans than the average human as many the first Machina still live an active life. Their level of sentience is a matter of debate, but the Uksugan Federation treats Machina as equals to the Homs and other sentient races.

A Note About Mechon and Machina

The origins of the confusion between Mechon and Machina stem from the waning years Neo-Valak War, where the Neo-Valaks were desperately spreading propaganda in an attempt to receive foreign aid. One of these deceptions is making the Neo-Valaks the target of the Mechon scourge (Hilariously ironic considering the Neo-Valaks were the ones who created the Mechon in the first place). They did not distinguish between the Mechon and Machina, setting up the basis for confusion.

Machina is the name of the race of sentient androids that are born/created in the Uksugan Federation. Mechon was a term originally used as shorthand for “mechanical operator”, the first robots with limited A.I. the Volnian Corporation created for hard labor. Later on the Volnian Corporation’s Mechon would be part of the Neo-Valaks’ attempts to take over Uksugu. Mechon were used by both sides of the Neo-Valak war and their use continues today.

The Machina had their own history with the Neo-Valaks. They were acting as a way to gather intelligence for the eventual Neo-Valak takeover and there were plans to turn them into infiltrators with their gathered intelligence at their fingertips. The plan did not succeed and the Machina have done everything they could to distance themselves from this deception.

Many Machina have agreed that being called Mechon should not be considered offensive. They simply correct the mistake and move on.


A Timeline of Uksugan History from the Uksugan States to the Uksugan Federation

Galactic Year 3671 - The Valak Empire was defeated. The Confederation of Uksugan States is formed to counter any future threat Uksugu would face.

3673 - The Volnian Coporation was formed by former loyal Valakians.

3675 - Colonization of other orbital bodies in the Uksugu System begins.

3676 - The first Machina, sophisticated androids with advanced A.I., are produced from the Volnian Corporation.

3678 - The first Mechon, mechs with simple A.I. designed for hard labor, are produced from the Volnian Corporation.

3686 - A billion Machina now reside in the Uksugan States.

Late 3694 - Accusations and evidence of Neo-Valak ties in the Vonian Corporation begin to come out.

Early 3695 - The Neo-Valaks of the Volnian Corporation, under threat of investigation, spring their plan to seize the capital system Uksugu. The Neo-Valak War begins.

Late 3695 - The Neo-Valaks are pushed out of major Uksugu population centers and forced into bases on other parts of Uksugu and other orbital bodies in the Uksugan system. Uksugu seizes control of space in a decisive battle.


3696 - The Uksugan States and the Neo-Valaks begin building up their forces while small skirmishes continue.

3698 - After two years of buildup between Uksugu and the Neo-Valaks, the first space battles in the Uksugan system proved to be decisive blows for Uksugu. A long campaign to take control of the Neo-Valak regions begins.

3730 - The Neo-Valaks create a warp drive, which they use to search for new bases.

3735 - Uksugan forces discover the warp drive from seizing a Neo-Valak base. By this point, the Neo-Valaks have established bases on Semakee and Dreck.

3744 - Uprisings in the Neo-Valak regions give the Uksugans the opportunity to make the final push.

3745 - Other nations in the galaxy are now known to the Uksugans. Neo-Valaks would begin a disinformation campaign in a desperate attempt to seek aid. The Uksugans (known as the Mechon to the rest of the galaxy at this point) join the Pan-Galactic Community.

3745 - A new period of colonial expansion would begin for Uksugu.

3745 to 3746 - The Neo-Valaks successfully smuggle out a bunch of Mechon prototypes. Their location is unknown to this day, but are suspected to be in the Kingdom of Lamia.

3747 - The Uksugan League forms with the member states of Uksugu, Semakee, Dreck, and Agvae.

3749 - Pirates were eliminated on Gulkis but with great cost to the fleet assigned to attack them.

3750 - The navy begins to build up after the losses from the pirates.

3751 - The Uksugan League joins the Republican League.

3751 - The Uksuguan League votes for militiary intervention against the Solesian Democratic Republic for their genocide of Ahbrazz. A formal declaration of war to enforce the intervention follows.

3753 - The Uksuguan League lands an expeditionary force on Koonkazz, beginning the Koonkazz campaign.

3755 - Terran forces surrender to the Uksugan forces, bringing an end to the Koonkazz campaign.

3762 - Uksugan League forces withdraw from Koonkazz and give control to the Terran Empire due to massive pressure from the citizens of the League.

3766 to 3774 - The Uksugan League participates in the Great War, siding with its Republican allies and participated mainly through naval engagements with the Adrallians.

3775 - A general consensus was reached that there was a need for a stronger federal government. A new constitution was written up to, 1. somewhat limit the power of system and local governments, and 2. Make the legislature more responsive to the people.

3778 - President Lipson publically supports the restructuring of the PGC, which is the popular opinion of Uksugu.

3784 - President Selee supports the actions of Baekdu and Celtia intervening in the Albish Civil War but promises not to contribute troops due to how distant Albion is from Uksugu.
 
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The Hellenic Kingdom of Lamia

Home-world: Thessalia, Rocky surface with precious few bodies of water and a smattering of plains, valleys and grasslands

Affiliate Planet: Ajax (lush garden world with three major bodies of water), Izbria (Jungle world striped with rivers and 2 major bodies of water)

Colonies: Hecate, Tartarus

Leader: King Victor Venizelos

Government Type: HM's Government/Prussian Constitutionalism/ Lamian Constitutionalism

Major Cities: Corinth (Destroyed in Civil War/National Schism), Sicyon, Neo Athens, Aigina and Aléria.

Capital City: Olympus


History:

First discovered in 3006, the planet later to be named as Thessalia was classified as a mostly rocky surface with precious few bodies of water and a smattering of plains and grasslands. It would be colonized by wayward members of the Antalean people 3 years later although due to initial readings it attracted little interest. In 3015 the first of three major waves of new arrivals came to the planet with the last wave being in 3044, shortly thereafter the planet’s colony had successfully established itself becoming mostly sustainable due to outside help and the establishment of a provisional government that quickly expanded into what was the Parliamentary Hegemony. By 3100 a second planet would be colonized called Ajax, it would be classified as a garden world filled with a myriad of different environments from mountains and plains to swamps and deserts. They also were blessed with not one but three major bodies of water in addition to the polar ice caps. For many years the planets would know relative peace and prosperity, however, they would slowly but surely forget their Antalean heritage, later adopting a long forgotten one based on nearly lost histories. The peace would end in the year 3749.

The National Schism

Elections for Thessalia began in mid-January under volatile conditions with corruption, violence and high unemployment gripping the planet. Unemployment had reached a record high 25% with crime steadily climbing upwards due to a severe economic downturn that threatened to spread over to Ajax. The ruling government had been in control for 15 years in three consecutive terms leading many to believe that the Parliamentary Hegemony had been supplanted by an elaborately hidden dictatorship. This was due to whispers of anonymous pundits who dared to point out that both the Justice and Peace Party and Neo Megali Idea Party, the coalition partners of the Nationalist Party, were just fronts for those in power. Puppet parties designed to make the system look more diverse than what it really was. The public at large consumed by 24 hour news cycles, electoral propaganda and their own personal and financial obligations were largely apathetic to the decaying state of affairs while any show of peaceful protest would run aground in the face of an increasingly militarized local police force with any sort of suppression through intimidation largely going unreported due to self-censorship by jaded media outlets.

It wouldn’t be until after the election that the populace would slowly start to stir into action. With a historically stunning 77% of the vote going towards the ruling coalition several within the political class ranging from communists to Republican elements unified with the message: enough was enough. The Hellenic Liberation Party along with their Neo Republic compatriots took point on the matter railing against the fraud that was the election going so far as to say that the last 15 years it had been nothing but repression instead of freedom, the truth of the matter was it was all a carefully crafted lie designed to lure the public into complacency. Going beyond words of condemnation several politicians from various parties both big and small personally took over protest efforts to organize massive rallies in all the major cities, they were set to take place the following month. The ruling government scoffed at this declaring that it was merely the opposition going against the voice of the people privately belittling the planned protests in that they would fizzle out like all others. What they did not anticipate was the gross amounts of funds many of the opposition parties would use along with personal contributions to awaken the public in the hubris that laid before them.

Come February all the major cities including the capital Olympus were at a near standstill as people from all walks of life took to the streets chanting for “An End to the Tyranny”. At first the police forces and state security units merely stood by and watched as the crowd’s numbers swelled awaiting orders. The ruling government, confident in its mass deployment of police did not hesitate to give the order to fire over the heads of protestors to once again send them running. However, when the shots were fired even though there was a great panic among the crowd, the protestors at large held their ground, many of them tired of seeing any sort of public grievance become mere clumsy target practice. Before the authorities could devise what to do next, the media started reporting governmental offices in neighboring Aigina and Aléria becoming completely overrun with several police units refusing to fire on the protestors and even turning their guns on state security teams, resulting in several dramatic skirmishes.

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The increased participation of the otherwise indifferent media had a galvanizing effect on the protestors coupled while the increasingly nervous stance of the police sent out to halt and disperse them culminated in several instances where police opened fire on the crowds only to be set upon by either their own rank and file or by the very civilians they were firing into. The planet had reached the point of no return, The National Schism has begun. Hegemony Minister Niketas Venizelos declared martial law while the parliament rubber stamped the measure allowing for the deployment of the military seeing as the loyalty of the police forces had been compromised. Some opposition leaders within parliament quickly called for calm and diplomacy only to be shouted down while the King signed a decree ordering the Justice Ministry to issue arrest warrants for several prominent politicians. For many in the opposition, there was but one option left. In a joint statement by the Hellenic Liberation Party, the Neo Republic Party, The Adelfóti̱ta and even the Hellenic Communist Party, grouped together by reporters as “The Grand Opposition”, it was declared that the system was no longer working for the people and that in order to save the nation not only were new and free elections needed but that profound reform was required in order to cure society of the malignant tumor that was slowly but surely killing them. Before the King could have the opposition leaders arrested the joint statement had been cleverly timed with a storming of parliament by irate protesters which allowed the leaders to escape in the confusion with the help of sympathetic security guards and law enforcement personnel.

By then many within the cities were rousing others into forming up personal militias, joined by friendly forces of local police who proceeded to arm and train the brave men and women in the coming conflict. Niketas had ordered the deployment of military units to march into the cities to reinforce besieged royalist forces and to viciously put down any dissent. Many believed that Venizelos should have focused the brunt of his military might in subduing each city in quick succession but instead of using overwhelming force he opted to disperse and spread his forces to reign in all major cities at once while holding back crucial aerial fleets and armored divisions preferring to use light vehicles and Armored Personnel Carriers. This only succeeded in both prolonging the conflict and giving the rebellious populace several pyrrhic victories for which to bolster morale, especially in the cities of Corinth and Neo Athens. He did however deploy communication jammers to make any sort of information exchange over the holo nets and beyond extremely difficult while effectively choking the cities off from one another. Ajax was completely unaware of the events to take place due to the space fleets enacting their own blockades on both planets instituting a communications blackout between worlds.

Meanwhile while all the liberal leaning factions coalesced into an organized resistance force, one party in particular resisted all attempts at joining the fray. The Liberty Party warned that if the opposition resisted The Hegemony Minister as they did the military would crack down and inevitably remove what opposition remained paving the way for an absolute dictatorship. While they advocated time and patience the rest countered that now was the time given how every major city was embroiled in the conflict as individual battles in a large war. The Liberty Party would not budge citing that this was not a legitimate move to oppose the King in open warfare comparing it to a disorganized duelist bringing a knife to a gun fight. Rumor had it that the Liberty Party was also aghast at how willingly their associates allied themselves with radical elements such as the Communists and Socialists knowing full well their own aims. For the duration of the conflict the Liberty Party would quietly watch and in some rare cases even collaborate with the government in asking their constituents to not give quarter to rebel elements for they would not be spared any mercy.

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Politicians take to the floor


Initially commanders on the ground with little to no intel surmised that control of the cities could be regained in 2 weeks with total pacification achieved by end of the month. Indeed they seemed to be correct as in the case in all but one city vanguard forces were able to penetrate deep into enemy territory with little to no resistance. Forces sent to Corinth would be met with small arms fire immediately upon reaching the outskirts of the city. By late April all 5 major cities including the capital were very much contested with rumors of government forces being slowly but surely pushed back as seemingly easy gains were nothing but traps as abandoned streets came to life in a hail of Molotov cocktails, homemade explosives and projectiles emanating from militia weaponry.

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At this point the King was content with deploying the sizeable numbers of troops to retake control of the cities but even so he kept them dispersed and divided with little to no air support and artillery used sparingly. His overconfidence bred rumors within his own inner circle of incompetence, even madness considering the depths in which the conflict had gone. In truth he was concerned that any overt use of force would not only further alienate his government publically but he wanted to retake the cities intact knowing full well that it would be his government doing the rebuilding. By mid-May the Royalist forces would receive their first major victory as the last pockets of resistance were crushed at the capital. Many of the surrendering forces were quickly rounded up and covertly executed.

In June cracks within “The Grand Opposition” were starting to show particularly in Sicyon where the Red Faction members of the Communist and Socialist Party drew most of their political support. They began to advocate a culling of their forces to raise the will of others to fight through fear of execution. Other members of the opposition reasoned that this would only hurt morale while making them no better than the enemy. The disunity would lead to several battles within allied held areas as Red Faction Forces became increasingly independent from the rest of the resistance. Royalist agents embedded deep within enemy formations caught wind of this and by the end of the month a series of devastating victories resulting in the deaths of several prominent T.G.O Commanders would leave the vast majority of the units in disarray with only the Red Faction troops offering any sort of token resistance.

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Royalist forces advancing in Sicyon, the only force allotted precious few armored tanks


At this point the opposition leadership looked for any sort of support from within attempting to gain favor from other major parties that had either been neutral in the conflict or showed signs of sympathy for their cause. Unfortunately, due to the King’s tight grip with the encirclement of all cities any sort of communication was spotty at best. The Democratic Reformist Party was too timid to offer any sort of aid while the Centrists thought that any window of opportunity was closed especially with the Royalist victory at the capital and everyone knew that the Prosperity Party was already bought out with promises of further economic development once the fighting ended.

Slowly but surely “The Grand Opposition” gave ground as communication, supplies and morale began to plummet within the cities. Starvation was commonplace as the people struggled to survive, turning to cannibalizing the fallen, be it friend or foe, just to live to see another day.

In early August when rebel morale was at its lowest in nearly all cities with victory seemingly assured the King ordered a massive attack on the city most likely to fall: Corinth. He had banked that if the city fell others would follow demanding that any sort of retreat would be deemed punishable by death. However, his intelligence operatives were carefully deceived as a last ditch effort to wrestle control of the city once and for all. The opposition forces in Corinth had for weeks began an internal campaign weeding turncoats while handing out false information to lure the royalist forces into a false sense of security. Through torture, bribery and blind luck they learned the precise hour of the attack, dubbed Operation: Supremacy. The commanders on the ground launched the attack ordering the columns of men to strike all across the city citing poor enemy morale and low supplies, what they got was a near bloodbath as units suffered nearly 50% casualty rates. Opposition forces had been quietly hoarding whatever government issued military grade weapons they could get their hands on, amassing an emergency stockpile dating from the start of the conflict onwards. This coupled with captured vehicles further bolstered their defense and eventual counter-attack. Throughout the city Royalist lines buckled resulting in complete routes with large swaths of territory lost and in some cases encircled forces though would be eliminated down to the last man due to the King’s directive. By dawn of the next day the unthinkable happened, Corinth was devoid of any remaining Royalist forces. Operation: Supremacy was an absolute failure. The repercussions would ultimately prove severe for both sides.

For the people of Corinth, they were left with entire neighborhood blocks and high rises in smoldering ruins as bodies littered the streets. The putrid stench of death present with every breath. There would be no cause for celebration as casualties were high in the victory. The shell-shocked survivors were left to wonder how it all came to this. News of the events in Corinth leaked out providing a much needed morale boost. Even in Sicyon where much of the opposition was scattered to the wind, renewed fighting flared up as guerilla forces struck at Royalist weak points to disrupt their organization. The defeat had left the military stunned with many officials demanding the government take responsibility and put an end to the bureaucratic meddling of the war effort. TheVeniezelos’ image within the inner circle was also decayed with calls for peace. Hegemony Minister Niketas Venizelos would have none of it. Like a man possessed he ordered any and all dissidents within the inner circle and military be summarily executed to be replaced with more ambitious, hardline members while promising to end the conflict once and for all.

Ordering all Royalist forces with the exception of those in Sicyon back towards the city limits, he stared at the video feeds of Corinth. It was here that he had suffered his most embarrassing defeat, it was here where the war would end. The forces in Corinth were still recovering from their unlikely victory began to contemplate limited support operations in neighboring cities to reenact their miraculous results. However, they would hear the ominous distant buzzing of engines as the aerial fleet forces began Operation: Spitfire, a continuous bombardment of the entire city to go on indefinitely. The Hegemony Minister also ordered the duration of the operation to be shown to the other cities via a live images. Whatever anti-air emplacements the city had prior to the war were non-existent as the bombers faced zero opposition. Gunships were flown to strafe any fleeing forces within the city as the assault went unabated for a full 72 hours. By that time the video feeds showed a city in flames as terrified onlookers wondered if they would be next.

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Devastation in Corinth


The ultimatum was brief: Surrender to incoming Royalist forces or suffer the same fate. Amassed formations outside the cities now included heavy armor divisions with artillery pieces on stand-by. Once the Royalist forces closed in and entered the cities, resistance crumbled almost outright. By September the Civil War was declared over with the cities mostly pacified. A military cordon ringed all around the ruined city to prevent anyone from going in or out. Much of the opposition leadership had been captured and taken to Corinth to be hung from whatever buildings remained as a monument and message to those who tried to defy the now self-appointed King. The Civil War would last only 8 months but it would see some of the most devastating warfare in the history of the planet.

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Armored units outside the cities

Life after a fashion would slowly return to normal. The ruling government made good on its promises for further economic development winning praise from all economic and financial sectors with unemployment dipping under 12% a year after the conflict. But they didn’t stop there, change was indeed needed as the old Parliamentary Hegemony of the Antalean Refuge would be swept away to be rechristened The Hellenic Kingdom of Lamia. For the forces of change, the defeat was a bitter pill to swallow. With most of the vocal resistance killed or sitting in jail, few would dare take up the mantle. However, liberal and moderate elements still remained within parliament who have found the government’s conduct during the war to be a gross miscarriage of governance and have privately declared that the war may be over but the struggle continued.

Major Parties

Nationalist Party: The Justice and Peace Party and the Neo Megali Idea Party were absorbed into the Nationalists long ago, though in reality given Victor Venizelos’ modest reforms the dummy parties were eliminated. The NP for the most part no longer favors a jingoistic stance with regards to foreign policy, but does reserve the right to intervene with those it is allied with or does trade. A champion of the military-industrial complex as well as Hellenic nationalism, it brands itself as the party of order, security and prosperity they favor the militarization of the police force, capitalism (Not so much state capitalism these days) and the idea of monarchies. The nationalists are no longer xenophobic allowing any and all humans passage into its territory so long as they have the proper documentation with similar, though more limited, rights afford to “non-humans”. This chance is arguably King Victor’s greatest achievement.

Democratic Reform Party: Known as liberals and progressives, they wish to continue to reform the system from within favoring a monarchy though in a much more limited scope than it is currently envisioned. However, privately the rank and file argue over whether to continue to support the Venizelos Dynasty despite the advances, as limited as they are, in the Kingdom. Though a minority a faction within the party favor a completely different family heritage. When it comes to economics they favor interventionist policies and a curtailing of defense spending.


Centrist Coalition: Collapsed due to waning support in the last decade or so.

Prosperity Party: Removed with assurances to the industrial, financial and commercial interests.

Liberty Party: The only legal Republican party, they advocate a government for the people and by the people as well as increased civil liberties and combating corruption.


Banned Parties:

Hellenic Liberation Party: One of the chief opponents against the ruling government, the HLP favored the abolition of the dictatorship in disguise to usher in a grand vision in the form of a Republic complete with a new constitution. As one of the defeated most of the leadership was either dead, jailed or driven underground. Now known as the Hellenic Liberation Front. Due to their defeat in the National Schism the rechristened HLF have resorted to extreme measures to continue the fight in the form of terrorism which has prompted an even wider government crackdown. The limited reforms orchestrated by King Victor Venizelos has sapped considerable strength with many defecting to the Liberty Party but the HLP still believes in victory outside the system rather than within no matter the cost.


Hellenic Communist Party: The HCP favor a change of government but not of a limited monarchy nor a progressive republic but rather a proletariat paradise where all forms of capitalism are removed with the government ruling over all facets of society and the economy. A fringe party that piggybacks off of the Syndicalist movement.


The Adelfóti̱ta: Known as either both the Fellowship and Brotherhood this party seeks a pacifistic way of governance with emphasis on a greatly reduced military, supplanted by local militia. They also favor a greatly decentralized government. They fell out of favor shortly after the Great War.


Neo Republic Party: Just like their Republican compatriots they favor a Republican-style government with as little government interference and regulation as possible with the well-known reputation of having the most relaxed restrictions on both trade and immigration. They too have seen their strength and relevance deteriorate though not to the lengths of their extremist cousins. The leaders have been rumored to be debating joining the Liberty Party to bolster, however small, their political strength.

Syndicalist Party of Lamia: There’s monarchists, there’s republicans and then there’s the Syndicalists, arguably the third strongest ahead of the wayward Communists and near nonexistent Meritocracy advocates.


Brief History During and after the war

As the Lamians afforded what help they could to their Francian and Albion allies, little did the galaxy at large know that jingoistic regime was caught up in its own chaos. The head of the Ministry of His Majesty’s Army and S.P.A.R.T.A.N. Special Forces leader General Gideon Lente sensed weakness in the ruling government due to its repressive nature. Seeing his chance to turn his ambitions to reality, Lente launched what amounted to a coup d’état bringing the entire neighboring planet of Azabria under his control. Unfortunately, weakened as Niketas Venizelos was his failure in the Zelsar Union Civil War, the King commanded the loyalty of the bulk of the military. Whether by love or fear it mattered not. A communications blackout was enacted with 24 hour coverage of the raging Great War instilling into the populace that the government was their shield against the chaos and the devastation. Coupled with an effective blockade of Gideon’s planet of influence, it wouldn’t be until weeks later that the public would learn of these events. Completely cut off from the other planets and his Diclonian contacts, the loyal and fanatical S.P.A.R.T.A.N forces were under siege. Despite being outgunned and outnumbered, the siege lasted 6 weeks costing the loyalist forces dearly. General Lente did have S.P.A.R.T.A.N support and did have the topographical advantage but his resources and time were limited. His miscalculation would lead to his eventual defeat. The S.P.A.R.T.A.N forces were decimated and as a result, disbanded. The planet was finally seized to its rightful owners thanks to the only remaining special forces unit left, the Royal Rangers: The unit directly under the King’s command. His honor guard. His iron fist.

The victory was in many ways, hallow. The rebellion could not be kept secret forever and when it was finally leaked, it amounted to a full-blown scandal. A scandal the government would be unable to shake for years to come leading to a surprising historic election in 3759. The unthinkable happened: While the king’s own Nationalist Party as expected retained the top spot it only held a plurality. Shaken by the military uprising and unwilling to unilaterally venture ahead knowing the possibilities of a Second National Schism, His Majesty Niketas Venizelos ordered the Nationalists to work with the now known Democratic Reform Party. A shocking coalition government was formed with Niketas becoming ever more reclusive as a result. Some say the revolt and political upset took a heavy toll on him. 3 years later Niketas passed away though many suspected he was assassinated by Republican sympathizers or even military cabals who were formally aligned with the late General Gideon Lente.

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Massive State Funeral with military honors
His eldest succeeded the throne and became the second king of the nation’s history and immediately made his presence known. He announced the dissolution of several parties stating they were a farce to the democratic process and curtailed several draconian measures such as the absolute surveillance of any person limited to only those of government interest such as known terrorist cells or criminal elements. While some civil liberties were brought back in limited capacity, newspapers could now be formed albeit they were still subject to a government-appointed censor to eliminate revolutionary or what they called “extremist” views. Even unions were allowed, though they too were subject to stringent regulations of the state.

The largest piece of legislation passed would occur in 3770, with help from the DRP (who remained the polity’s second largest party) immigration and political reform was achieved. The Kingdom’s territory was now open to not only humans (even those from Baekdu and Zelsar) but to non-humans as well so long as they had proper documentation. The process was relatively swift, though comprehensive, for humans (Taking anywhere between 3-7 months), but much more rigorous for aliens (1-3 years). The other portion of the legislation was political representation, specifically giving a voice to the colonies. Given the little room left for expansion without war, Lamia aggressively focused on the Novus Galaxy to stretch its influence across the frontier. However, Victor knew better than to try to rule these areas as an autocrat and given the need to strengthen his hand locally, he gave the various companies who co-sponsored the joint colonial venture semi-autonomy. In exchange for shouldering their own costs and resource shipments, a degree of leeway was given with the space stations in high orbit the most pronounced hint of government authority, a subtle reminder of compliance given the fleet’s presence. This legislative act proportioned seats to each of the colonies, heading off any potential dissent or worse, open-rebellion.​
Foreign Policy:

Given its large, well trained military force the Kingdom has continued its focus on its neighbors while protecting its monarchy-aligned allies such as the Terran Empire with basic foodstuffs and outdated military equipment, and its colonies. While adamantly independent the Kingdom of Lamia has engaged in trade with the Dominion and even maintained warm relations with them in the face of the meritocracy, whom they also have respectable ties though it is an awkward relationship. The Pan-Galactic Community has been a fiery topic the last decade on whether or not to join it. The aged king Victor Venizelos has given no official position on it with varying opinions from his three heirs.​
 
The Adrallan Oligarchy
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((Lore from previous game))
Government System: The leading meritocratic power in both the Harthus and the Tylorisian Galaxies, the latter being the Oligarchy's name for the Novus Galaxy. Orthodox Meritocracy, as it is commonly known, maintains that a fair society can only be achieved through a rigidly defined and operated Pillar system, that has members of society placed into roles based on their aptitude, and advance purely as a result of successful fulfillment of their duties. The family unit, omnipresent in most other civilizations has been dissolved in the Oligarchy, as the idea of inheritance is seen as inherently unfair in Orthodox Meritocracy. The three Pillars that dominate life in the Oligarchy are the Military, Economic, and Cultural Pillars. Every citizen is a member of one of these Pillars, with a clearly defined rank within them. At the top of each Pillar is a single leader, and the three of them are the Triumvirate, the ultimate leadership in the Adrallan Oligarchy.

The Triumvirate: Exarch Genin Relacy, Arcarius Fellinas Retin, High Counselor Junnitev Presthith

Capital: Wegulj, on the planet Pa'anet'is'vomtu'sssn, in the Rrycuh system

Official History of Recent Events: Forty years ago the Adrallan Oligarchy saw the dawning of a new era. Colonization of the Tylorisian Galaxy had begun, and for the first time the Oligarchy spanned multiple galaxies. To fully appreciate this profound change, the Triumvirate declared that the new era demanded a new dating system, for no longer was the Oligarchy merely Extrasolar, but it was now intergalactic. And so year 560 of the Extrasolar Oligarchy Era was followed by year 1 of the Intergalactic Oligarchy Era.

In this same year, the Oligarchy embarked upon a war against the Solesian Republic, for its incalculable crime of attempted genocide in the Ahbrazz system. Though protected by their allies in the Communist State of Terran, the supremely skilled Admiral Relacy inflicted astounding losses against the Solesian-Terran Armadas. Fearing that the moral stand taken by the Oligarchy, combined with its military success, would allow it to dominate the Middle Galaxy, the Kingdom of Francia and Republic of Baekdu staged an intervention in the war, hoping to carve out their own take of the spoils from the Solesian and Terran states.

Though ultimately victorious, Admiral Relacy's battles against the vast armadas of the Solesians and Terrans took their toll on the much more limited Adrallan Navy, which had never had the need to grow to a large size, unlike the expansionist and war mongering regimes that dominated the galaxy. With the Adrallan Navy needing to recover from repelling the Solesian and Terran invasion, it was helpless to take the charge towards liberating the worlds held by the Solesian and Terran dictatorships. Instead it would be the Francians who first landed on Solaru, where the began to indiscriminately slaughter the local population for not being of the right faith. Baekdu forces soon joined them on the planet, and turned a blind eye to the slaughter since the Solesians weren't "real" republicans.

For several years the Francians and Baekdu fought a bloody war of attrition on Solaru, and the combined Baekdu-Azeratii fleet failed to dislodge the Solesian homeworld defense fleet (the Terran State had by this point fallen into civil war, an inevitability of a communist regime). It seemed as if the Solesian War would drag on for decades at such a rate. Fortunately, Admiral Relacy and the Adrallan military had by now recovered, and in the fifth year of the Intergalactic Oligarchy, the face of warfare changed, forever. General Xeben Bernin used the first produced Landing Spire to deploy his army well behind Solesian lines on Solaru, which allowed him to destroy three Solesian field armies in a matter of weeks. General Bernin's forces needed only a year to mop up the rest of the planet with light casualties, while the Francians slogged on to fight for the last city, losing millions of their soldiers in the process.

The Resurgent Adrallan Navy also began to conduct a blockade of the Solesian Homeworld once their final fleet was destroyed. Once Solaru was cleared, General Bernin's army, combined with Admiral Relacy's fleet, began the final assault against the Solesians, and soon had killed the Solesian dictator and accepted the surrender of the Planet, which was uplifted as a new Oligarchy, fully embracing the ideals of Meritocracy.

Those days were the height of meritocracy. Across the galaxy Meritocracy was rising as a power, with the Meritocrats in Soria moving to unify their system, the Azeratii Republic and Uksugun League having substantial parts of the government controled by Meritocrats, and even the Duke of Australias had embrace Meritocracy, even if purely out of political pragmatism. But this terrified the traditional powers of the Galaxy, Baekdu and Francia. They feared being encircled by the "Green Tide" as they derisively called it. In particular they feared the Azeratii Republic, near totally dominated by Meritocrats and possessing a powerful navy, would be a danger to their nepotistic regimes. Through secret agreements, Baekdu and Celtia would support the communists of Azeratii, and Francia would support the monarchists, and between them they would topple the Meritocratic regime.

However they greatly underestimated the ability of the Azeratii Popular Front. Never popular, even with heaps of foreign funding, the communists and monarchists never were more than fringe activists, easily kept in line by the government. Frustrated by this, Baekdu and Celtia declared that by defeating would-be rebels, the Azeratii were oppressing their citizens, and so invaded Azeratii, seeking to impose a communist government. The powerful Azeratii fleet kept them at bay for many months, until the Francians also invaded, hoping to impose a monarchist government instead. Faced with such an invasion, many members of the Popular Front lost their will to uphold their principles, and instead defected to support the Baekdu and Celtians, fearing the restoration of the monarchy. Friction over promises made in ill faith caused the Francians and Baekdu to quickly turn on each other during the war.

At this point the Adrallan Oligarchy, a power that more than anything else desired peace, entered the conflict, after diplomacy was time and again rejected by the haughty Baekdu and Francians. The Francian puppet state of the Kingdom of Solesia was toppled near instantly by a combined Adrallan-Solesian force, while Adrallan fleets engaged with Baekdu forces at Asadal, where they had been preparing for a preemptive invasion of the Oligarchy, had the Oligarchy not acted when it did. The Baekdu warmongers had accumulated a huge fleet by this time, able to simultaneously fight Azeratii, Francian, and the Oligarchy. However they were not alone, as the communist Celtians were even more eager than the Baekdu to spread their vile ideology at the barrel of a gun, and even the Uksuguns backed the Baekdu invasions, after having overthrown and outlawed their own Meritocratic party.

Beset upon by ambitious expansionists, the Oligarchy surely would have met its end if not for the sheer brilliance of Grand Admiral Relacy. Time and again he repelled the Republican armadas from the Oligarchy's space. Dozens of battleships fell before his fleet's might. Even as Francia and Azeratii fell to the Republican scourge, the Oligarchy fought on, and even the radical baekdu populace cried out for peace. But the Baekdu government, overwhelmed in the euphoria of expected victory, refused to accept defeat, and cast aside all morals and restraint in their desire to see Meritocracy burn. They developed a terrible new weapon, that disabled planetary shields, allowing their fleets to directly attack civilian populations.

The Baekdu were swift to use this atrocious new weapon against the Adrallan Homeworld, which they used to gleefully destroy the capital Naseban, wiping out the Triumvirate in the process. Fully aware that they had destroyed the leadership of the Oligarchy, the Baekdu sent out a mocking demand for the Oligarchy to surrender, with a time limit far too short for the Oligarchy to process the evil conducted by the Baekdu, let alone form a new Triumvirate. As could have been predicted, no surrender came within their ultimatum, and so the Baekdu began firing indiscriminately on other Adrallan cities. Four more cities were annihilated, and nearly a billion Montadonians killed before Admiral Relacy, acting on his own authority and no one else's, informed the Baekdu that the Oligarchy would agree to surrender.

The saving grace for the Oligarchy in the subsequent peace negotiations was that even the Baekdu people were appalled by the atrocities committed by their government, so they were "only" able to inflict crippling reparations upon the Oligarchy, rather than stripping away territory as well. To add insult to this injury though, the treaty of Asadal also proclaimed that the war was entirely the fault of the Adrallan Oligarchy, a profound lie, but one that had to be accepted, least billions more Adrallans perish for the pride and hypocritical morality of the Baekdu.

Both at the signing of the peace, and ever since, many in the Oligarchy have decried it, calling it a gross injustice, and demanding it be overthrown. And indeed, these are true statements, with a great deal of reason behind them. However, sometimes justice and morality must take a backseat to reality. Had Admiral, now Exarch, Relacy not made peace when he did, countless more would have died to the terrible new super weapon brought to bare by the Baekdu. However morally right it would have been to oppose Baekdu despotism to the end, the price was set to be unfathomably high, and it was increasingly unlikely that continuing the war would have brought even a modicum of victory once the Baekdu began targeting civilians.

Since the end of the Great War, the Oligarchy has been dominated by Exarch Relacy, with the other two Triumvirs, while still theoretically his equals, primarily following his lead. Much internal dissent has come from those who chafe under the weight of Asadal. Even the location of the treaty is an insult to anyone who knows their history, for just a few years before the end of the Extrasolar era, nearly a hundred million colonists from the Oligarchy had been killed by Baekdu colonists for the crime of existing, with war only being avoided by the tolerance and peace-seeking of the Triumvirate of the time. Particularly the youngest members of the Oligarchy hate the Treaty of Asadal, since they don't remember the deaths of nearly a billion of their citizens under the guns of the Baekdu.

Hatred for the Baekdu is near omnipresent in the Oligarchy, with the primary force holding them back from another war with the Baekdu is Relacy's brilliant mind and pragmatism, which sees the disastrous consequence of rushing into a war with the Baekdu and their cronies. There are a great many factions within the Oligarchy that plot and scheme for a renewal of hostilities, for the desire of revenge burns deep within their hearts. If Relacy were not the beloved war hero he was, these shadowy groups would have surely turned their knives on him by now, as they do on any soul foolish enough to even broach the possibility of increasing relations with Baekdu. Even Relacy has come under their ire since the ascension to the Pan-Galactic Community, even if the Oligarchy only joined after being promised and given a veto power.

The prevalence of these groups only grows larger, as products of the Cultural Pillar continue to emphasize the evils committed by Baekdu, and portray the Oligarchy as an unbeatable power, which encourages many young and impressionable minds to believe the Oligarchy should strike now against the hated Baekdu enemies. While the Military Pillar remains largely under the influence of Relacy, a growing number of younger officers are pushing for a more confrontational approach with the Baekdu, surely a result of influence from the Cultural Pillar. In contrast, the Economic Pillar is the least infiltrated by Cultural Pillar propaganda, and also less affected by the influence of Relacy, instead seeking a moderate approach to the galaxy, using the Oligarchy's economic potential to support the rise of meritocracy organically in other polities. This can be described by many as naive, considering that the other nations of the galaxy have repeatedly proven their willingness to use military force to crush potential meritocratic support.

Currently the Oligarchy has poor relations with most foreign polities, besides those within the Organization of Meritocratic States, which presently consists of the Adrallan Oligarchy, the Solesian Oligarchy, the Sorian Union, and the Popular Front government in exile of the Azeratii Republic.
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Political Factions in the Oligarchy

Loyalists/The Relacy Faction
Leader: Exarch Genin Relacy
Other Prominent Members: Arcarius Fellinas Retin, High Counselor Junnitev Presthith
Ideologies: Orthodox Meritocracy, patient expansionism, gradual military build-up
Notes: The leading faction in the Oligarchy, most of the population in theory is a follower, and it can generally be assumed that any random citizen of the Oligarchy publically supports Relacy. Though not organized in any official fashion, the long standing praise heaped upon Relacy has de facto shifted into a cult of personality since his assumption of power. Relacy has personally denied any effort to engender this advancement of his status over the other triumvirs, but he has also done nothing to check it either. Public criticism of Relacy is virtually non-existent as a result. The greatest concentration of hardline Relacy supporters is in the Military Pillar.

Revanchists/The Heivia Faction
Leader: Director-General Beunia Heivia (of the Cultural Pillar)
Ideologies: Orthodox Meritocracy, Ultranationalism
Notes: The most powerful "Anti-Relacy" faction, though they would never adopt that label themselves, and many members hold Relacy himself in high esteem. An actual organized (though secret) group unlike the loyalists, directed by Director-General Beunia Heivia, who is the current lead member of the Cultural Pillar on the planet of Skyheart. She has a very popular following in the Cultural Pillar, and has significant pull over many media companies, which she's used to push the general message of the revanchists many times. A very ambitious Montadonian, she has gathered her support by pushing for a more expansionist foreign policy, to bring the Baekdu down through direct confrontation. Though she claims to support the traditional structure of the Oligarchy and has supporters from the Military and Economic Pillars, most of the membership of her faction, and virtually all of her major subordinates, are of the Cultural Pillar. The faction is suspected to be involved in many assassination attempts against moderate Loyalists.

Revanchists/The Yularin Faction
Leaders: Inspector-General Yularin Neiro and Overseer Yularin Tunsse (both of the Cultural Pillar)
Ideologies: Orthodox Meritocracy, Ultranationalism
Notes: The second largest Revanchist faction, which split from Heivia's faction when many members felt that she was drifting away from Orthodox meritocracy towards Cultural supremacy, though Heivia claims the split really occurred because of ambitions by the Yularins. The Yularins, who only share a first name by coincidence, proclaim support for a balanced triumvirate, even criticising Relacy for his de facto dominance of the current Triumvirate. Still, like Heivia's faction, they support coming into more direct confrontation with Baekdu, wanting to bring down the Republican scourge. This faction is also suspected to be involved in many assassination attempts against moderate Loyalists, as well as competing revanchist factions.

Revanchists/The Deduja Faction
Leader: Commandant Huissth Deduja (of the Cultural Pillar)
Ideologies: National Meritocracy, Ultranationalism
Notes: A more fringe offshoot of the general Revanchist movement, The Deduja faction repudiates the necessity of a balanced Triumvirate, claiming that the Cultural Pillar, as the largest and thus most important Pillar, should be dominate over the other two. Whereas the other leading Revanchist factions at least pay lip service to the idea that the Oligarchy should cooperate with meritocrats abroad, Deduja scorns all alien interactions, declaring all non-Montadonians as inferior races to be crushed underfoot. Alone of the Revanchist factions, Deduja speaks derisively of Relacy near constantly, in private at least. His dream is one where all other polities and races have been crushed and absorbed into a Greater Adrallan Oligarchy, as slaves to the master Montadonian race. This faction is even suspected to have orchestrated assassination attempts against Relacy himself.

Revanchists/The Officer Clique
Leader: Colonel Jikika Federu (of the Military Pillar)
Ideologies: National Meritocracy, Ultranationalism
Notes: Another fringe branch of the Revanchist movement, the Officer Clique is near entirely made up of (low ranking) members of the Military Pillar, unlike the Cultural Pillar preponderance of membership in the other factions. Also unlike the other factions, the Officer Clique hold Relacy in high regard, even privately. Their sole criticism of him is that he has not gone far enough to consolidate power and confront the Baekdu openly. More than a few members have even tried to contact Relacy and ask him to seize power and make the other Pillars de jure subordinate as well as de facto. Though he has refused every time, many members hold out hope he'll change his mind, though a minority, including leader Colonel Federu, are making plans for a forceful seizure of power for themselves. The practicality of these plans remain ephemeral however. Unlike the other Revanchist factions, the Officer Clique is not suspected of conducting assassinations.

Anti-Revanchists/The Influence Faction
Leader: Numerius Regun Weevin (of the Economic Pillar)
Ideologies: Orthodox Meritocracy, ceased military build-up, financial support for international Meritocracy
Notes: An open and public organization, though fairly informal in its structure, the Influence Faction cautions against wasteful military spending and costly direct confrontation with Baekdu. Instead they support a more careful and patient strategy of financially supporting meritocratic groups around the galaxies. Near solely made up of members of the Economic pillar, the Revanchists widely deride the Influence Faction as naive and cowardly. This faction is generally supportive of Relacy, and non-violent in their means of expression.

Society for the Restoration of Traditional Pillar Balance
Leader: Exchequer Tyrdale Bristine (of the Economic Pillar)
Ideology: Radical Orthodox Meritocracy
Notes: An open, public, and well structured organization, the Society is an extremely fringe group that believes Relacy has consolidated too much power, and a radical restructuring of the Oligarchy is needed to restore balance between the Pillars, which is a requirement for success in every field. They seek to replace the Triumvirate with a larger body of many high ranking members of each Pillar, to open the highest seats of power to more expression, reducing the concentration of power to just three individuals, who can be susceptible to external pressures, as seen currently. While extremely fringe, there is some overlap in membership between the Society and the Influence and Yularin factions, both of which are the least centralizing factions currently active. Due to the Society being solely focus on one political issue, the stances of its various members on other issues, such as militarization, vary widely.
 
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The Organization of Meritocratic States

Formed in 8 IO (An. 13), the Organization of Meritocratic States is purposely a gathering of equals, to discuss the principles of Meritocracy and support each other in their efforts to create more fair societies. In practice, the Organization has been dominated by the Adrallan Oligarchy since its inception, serving mainly as a cover for it to provide funding to the junior members, and give a great deal of administrative support for fledgling meritocratic states. Since the end of the Great War, the Organization has also become a defensive alliance as well, in an effort by the Oligarchy to more firmly protect the remaining meritocratic nations of the galaxy, after losing the semi-dependent state of Australias to Republican invasion.

The Solesian Oligarchy
Heads of State: Exarch Carlos Santos, Arcarius Isabella Sanchez, High Counselor Raoul Mendoza
Ideology: Semi-Orthodox Meritocracy
History: Following the end of the Solesian war with the Dissolution of the Solesian Republic, two new states were carved out. The Kingdom of Solesia was made as a Francian puppet state, while the Solesian Oligarchy was made as an Adrallan puppet state. Neither was a popular regime, however the Adrallan Oligarchy took a much greater interest in mitigating local displeasure, and invested heavily in the Solesian Oligarchy prior to the Great War. Baekdu efforts to undermine the Kingdom of Solesia were given priority over undermining the Solesian Oligarchy, further widening the relative stability and quality of life in the two states. When the Adrallan Oligarchy entered the Great War, they easily displaced the Francian authorities in Solesia, and dissolved the Kingdom to great fanfare. Baekdu's incitement of the local republican factions prevented an entirely peaceful unification, but the Solesian Oligarchy proved stable enough to police its own territory, freeing up Adrallan forces to fight in the real war. Passed by as a major battlefront during the Great War, Solesia avoided the ravages of (another) war, but efforts to unify and strengthen the state have been hobbled by the limited economic support the Adrallan Oligarchy can spare Solesia while it is itself recovering from the Great War. Some hardliner factions in the Adrallan Oligarchy also see it as a waste of resources to prop up Solesia.

Though lacking in internal stability, the Solesian Oligarchy possesses a sizable population, and the Oligarchy's leadership, particularly Relacy, believe that Solesia is still a useful investment. The most extreme meritocratic measures, dissolution of the family unit, have not been enacted in Solesia, for fear of provoking mass rebellion, but more moderate measures of meritocratic education and advancement have been passed for many decades now, and the Pillar system is being gradually integrated. The Triumvirate system of leadership was adopted by Solesia from the very beginning of Adrallan rule.

The Sorian Union
Head of State: Supreme Meritocrat Arjan V'Kharga
Ideology: National Meritocracy
History: Originally the Grand Duchy of Soria, a minor member state of the Xan'thi Trade Coalition, Duke Arjan V'Kharga XVII felt a surprising affinity with the ideology of Meritocracy. Cynical observers have claimed he only embraced meritocracy as a way to secure funds and weapons for his planned conquest of the Xan'thi Trade Coalition. Regardless, over the years, as his conquests were successful in bringing an entire system under his control, he enacted a number of meritocratic reforms, stripping away aspects of feudalism, and increasing the universal accessibility of education. Renamed in the process of unification, and to have a more "ideologically appropriate" face, the Grand Duchy of Soria became the Sorian Union. That Arjan V'Kharga was succeeded by his son, also named Arjan V'Kharga, as "Supreme Meritocrat", the title of Soria's head of state, has called many to question the actual meritocracy in Soria. Despite ideological irregularities, both V'Kharga's have been friendly to the Oligarchy and supportive of its foreign policy, providing a valuable foothold in the western Harthus Galaxy for the Oligarchy, securing Relacy's continued acceptance of them within the OMS, though certain factions in the Oligarchy would gladly see Soria expelled.

The Popular Front of Azeratii (Government in exile)
Head of State: Konsul Dmitrii Vrangell
Ideology: Semi-Orthodox Meritocracy
History: After being overthrown by the Baekdu invasion, most of the Popular Front's leadership attempted to escape, rather than face the cruelties of "mercy" at the hands of Baekdu, or worse, the Syndicalists. Though some entered quiet exile, others sought refuge in the galaxy's leading meritocratic power, the Adrallan Oligarchy. Due to ideological ties, and sympathy for the plight of Azeratii, Relacy agreed to harbor them as a government in exile, protecting them from prosecution by the Syndicalist regime now in charge of Azeratii. Intended only as a symbolic gesture for a few refugees, soon took on a life of its own due to the fierce commitment of acting Konsul Antoniv and the flight of most of Azeratii's hardliner meritocrats in the postwar era. Soon several thousand Azeratii political refugees were in Adrallan space, who were active meritocrats and deeply wished to restore their rule to Azeratii. With no way to become politically involved in the Adrallan Oligarchy, they embraced the token Popular Front government in exile. Before Relacy knew it, the reformed Popular Front was having leadership elections and forming entire ministries for their theoretical government.

After a minor slight from Baekdu in 34 IO, Relacy decided to elevate the status of the Popular Front government in exile by inducting it into the Organization of Meritocratic States. The Popular Front retains most of the governing apparatuses it had when in charge of Azeratii, though it has passed much meritocratic legislation, which it fully intends to enact if ever restored to power. Relacy has refrained from taking a direct influence in their (theoretical) policies, to minimize the impression that the Popular front is nothing more than an Oligarchical puppet state. It is for this reason that the Popular Front has not embraced the Triumvirate model, nor a major integration of the Pillar system, much to the displeasure of hardliners in the Oligarchy.
 
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Slot Taken: Novus Galaxy B

Polity Name: The Manje Confederacy

Government System: Power revolves around those who can boast the greatest stocks of meats, producing, storing, and distributing the vital resource. Simply put, the political elite are a revolving stock of essentially meat barons, ambitious and hungry Manje who can successfully operate a monopoly long enough to be relevant. Once properly nobility, nowadays these meat barons are essentially capitalists, making the field far more competitive.

In deference to the long-term necessities of expansion, mutual defense, stability, and preserving as much status-quo as possible, these meat barons have for many years invested authority into the Konpayi, a consortium of the mightiest meat mongers, formally represented as corporate entities. Among the Konpayi is chosen the Chief Executive for Confederate Acquisitions (ECAK), who is the de-facto head of state as acquisitions is so broadly defined as being both colonization, foreign affairs, and general representation of all corporate interests for growth.

Leader: E.C.A.K. Munji Moi-Se

Species description: The Manje are a species wholly defined by their ravenous nature. Possessing an extreme metabolism, to fuel their systems requires an exuberant amount of consumption. With short statures - 5'5'' being considered tall - thick frames, four arms, and large hands, the Manje effectively evolved to roam the land scooping and
shoveling food into its maw. Leathery skin came about, especially among those Manje who developed in craggy areas and thus climbed to seize avians, while a head-crest is a still debated hold-over from unknown evolutionary paths.


A life of a Manje is dominated by the primal instincts to acquire food, which in the modern age leads to a work ethic that would leave labor rights activists aghast. It is considered normal for a Manje to devote itself to its craft and intense labor for essentially scraps.

That is not to say that the Manje are dumb, laboring oafs who only see the immediate needs. The early philosophers debated how best to organize feasts and the bureaucracy around them. Scientists pioneer the fields of medicine, genes, and so on for it will bring about more meats in the future. Artists put to paper and canvass and digital works that evoke feelings of fullness. Religious thinkers envision an afterlife made of flesh and fat. Inventors and industrialists sow the seeds for efficient and profitable processing of meat. Militarymen could use strength of arms to defend and seize meat.

On the personal level, families tend to focus around a patriarch and matriarch, traditionally with the former acting as a sort of forager while the latter provides for young and prepares the meats. Nowadays, both are expected to work for the family, while vast, extended family structures account for the raising of kin. Society is still largely patriarchal however, for it has never been forgotten who was meant to be the acquirer.

Names typically are structured with a personal first name, which is typically unsaid in formal situations, and a two-part surname, the first element representing a clan name and the second representing a specific branch. Nowadays, the clan name has given way to the use of corporate signifiers as the two concepts melded.

Home world description: Bol is a world teeming with life. During the days of early Manje, the world was dominated by two massive continents that were, at that time, connected by a number of ice bridges. As the planet warmed and the Manje spread, so too did a number of rapidly producing creatures, docile and replete with good meats. From the plump Kochon runners to the fat and feathered Pouli, Bol was blessed with meaty beasts.

Nowadays, the gentle hills and forests of Bol have long been built over, but the life remains, not free to roam, but housed in massive and meticulous complexes designed to house the meat-beasts which the Manje have domesticated for the harvest. Conditions tend to be dirty in the eyes of most other species, with light smog and whole districts that never seem to be without blood puddles of some unknown animal.

History: In the beginning, packs of Manje roamed Bol. They were a naturally communal people as more hands meant more meats. These pacts would become tribes and these tribes would become peoples and those peoples would go on to form realms.

In those days of realms, nobility was tied around birth but more importantly wealth of meat. And this system maintained itself for centuries, as nobles would bind their commonfolk to the harvesting fields, taking the bulk of their yield and leaving the rest.

But then came the causes of industry and capitalism. Wealthy merchants challenged entrenched nobles and it was apparent that no amount of noble blood substituted the mercantile acumen in terms of acquiring meat. The collapse of feudalism and rise of capitalism was sudden, abrupt, and sometimes bloody for the nobility, but was inevitable. The basic instincts of the Manje followed the path of least resistance and most meatiness, and it was capitalism.

Monopolies rose and fell and few opposed the notion of them, for they were but an extension of the family system in a sense. The notion of a company head as a sort of secondary father was the norm, for it he who ultimately provided meat for you.

This system has essentially remained intact into the modern age, fluctuations simply tied to the rise and fall of specific men. In one dark century, a trio of maniac Manje attempted to forcefully install a radical ideology - more meats would be had if there were less mouths to feed, leading to violent campaigns against their own people. It was this that led to the forerunner of the Konpayi. The trio were quickly beaten by the united meat barons; it was likewise helpful that the trio effectively starved all their followers to death by poor meat management.

Today, the Manje claim their third world, setting about it with cooking utensils ready to exploit its unique and exotic meats.
 
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Slot Taken: Novus Galaxy B

Polity Name:The Treston Federal Union

Government System: Tricameral Federal Republic

Leader: 8th President of the United Congress Anthor Eliksiad

Species description: The Elsmith are a race of hairless, bipedal mammals similar to that of a human, their main differences being the inclusion of a sixth digit on their hands and feet, and a twenty year extension to their lifespan, hailing from the planet of Damfield. Despite belonging to the same species, the huge variety in Damfield’s environments led to the large differences in Elsmith body type, values, and culture across the planet. This is shown today through the many political parties which dominate the Republic. While diverse in many issues, the species lies fascinated by the stars, and lies steadfast in its interstellar expansion
Homeworld Description: Lying in the center of the Union’s colonial “empire,” Damfield is a gigantic, diverse planet covering hundreds of different biomes. From the mushroom forests of Gale to the volcanic fields of Isil, the planet supports a much higher amount of biomass than most others in the galaxy. The planet also has its rough patches, with gigantic barren deserts, plains, and tundras, stretching hundreds of miles. The planet is divided amongst nine different continents, with East Letia and Arcond being the most populous. To many in the Union, Damfield is a paradise, with many colonists making at least one pilgrimage to the homeworld in their lifetime.

History: Hailing from the diverse planet of Damfield, the Elsmith, and their ancestors, spread across the planet over the course of several millennia in isolated nomadic tribes. Over the centuries, starting on the continent of Arcond, civilizations began to advance and form, on nearly every continent under the power of feudal or absolute monarchies. On every continent nations found themselves embroiled in a power struggle, resulting in the creation of many large and vast Empires served by vassal states.

This would all change during the era of colonialism. With the discovery of new continents and untouched lands, the powerful Empires sent their armies abroad, hoping to secure the newly discovered lands. For one empire, this decision would change the planet's history, forever. The Furos Dominion, once grand and majestic, had suffered under the rule of several inept rulers, and the peasants chafed under raised taxes and endless wars. As the aristocracy lived in luxury and bliss, the peasants were destitute and without bread, directing their animosity towards the ruling elite. This would culminate in the twenty year Furos Revolution, starting after a mob led by Colonel Naut besieged, and took over, the Imperial Palace of Deten, the nation’s capital, taking advantage of the Imperial Army’s absence. After the long, bloody war ended, a new government took power in the nation calling itself The Furos Republic, the world’s first democracy. The new regime was brutal, executing the old aristocracy publicly and violently, much to the public’s pleasure.

Surrounding monarchs found themselves threatened by the violent regime and, in an act of retaliation, formed a coalition against the Republic, and jointly declared war on the newly formed nation, hoping to snuff out the flames of revolution. What followed was known as the Nautian era amongst scholars, as the militant President led the nation against the coalition with surprising success. In nearly five decades, the coalition lay defeated, and democracies blossomed under the watchful eye of Furos, joining the nation in its political and military ventures.

In the two centuries after the coalitions defeat, Democracies, through peace, revolution, or war took over the former autocracies that preceded them. Known as the Enlightenment, several political ideologies were formed and flourished under this era, from socialism to anarcho-capitalism to even fascism, many new governments formed in the wake of the receding monarchs. These new ideologies would result in several globe spanning wars being fought, and hundreds of millions to lose their lives.

Though the planet was united under democracy and through trade, politically it was divided, and would likely have stayed that way if it weren't for the discovery of one thing: space travel. Through the usage of this technology, the planet was more connected than ever, bringing up the Unification Question. As it became clear that the public supported the idea, the Furos Republic called a conference of nations in Treston, a city internationally recognized as neutral grounds, to address the question. For five successive years the conference would be called, the question would be discussed, and the conference would be dismissed, however this would change when explorers discovered an alien craft. As public hysteria rose, the nations eventually agreed to unify under a united planet, ratified through the treaty of Treston, which the Union is named after.

The last 34 years have seen the Union prosper galactically, as it spreads its democracy across the neighboring solar systems. The Union is well noted by foreign analysts for its adherence to free speech, and the general lack of discrimination amongst the empires citizens. However, as many begin to invest in the increasing returns of colonial ventures and space development, many warn that the economy could become widely destabilized if pressure were put on it.

Major Political Parties Within The Empire

The Free Union Party - The largest party in the Union, it advocates for a weaker central government with more power returned to the former nations. It also advocates for a xenophilic attitude amongst fellow starfaring nations, though it also prioritizes a strong Interstellar Navy.

The United Republican Party - The second largest in the Union, it argues against the Free Union party in many of its points. It believes in a strong central government with a strong military.

The Colonial Autonomy Party - A small one-issue party that favors colonial self governance. Gathering support from colonial “radicals”, it is part of the opposition government together with the Syndicalist and Workers parties.

The Greater Treston Party - A fascist party calling for government control of the economy and a highly jingoist international party. Though condemned as extreme, the party has received increasing support in the preceding years. Its leader is known for giving fiery speeches and the party has a devout voter base.

The Syndicalist Party - Calling for increased civil liberties and better distribution of wealth, the syndicalist party receives much of its support from the lower classes. It maintains a healthy public image and is well respected even by the elites. It forms an opposition government with the Colonial Autonomy Party and the Workers Party

The Workers Party - A more extreme version of the Syndicalist Party, it walks the line of extremism. It is based on the idea of a socialism and distribution of wealth. Following several political scandals, its popularity has severely declined. It helps form the opposition government with the Colonial Autonomy Party and the Syndicalist Party.

The Monarchist Party - A fringe party with constantly changing support, the party believes that the return of a monarch would help stabilize the Union. Despite the public's assumptions that the party wishes to create an absolute monarch, the party remains adamant it merely wishes to create a constitutional monarchy, with the monarch only serving as a stabilizing ceremonial figure.

The United Coalition of Independent Parties - A joint collection of several minor parties wishing to secure congressional seats. The Coalition is dominated by several issues and is normally a swing party when it comes towards its votes. Because of this variety it receives votes from across the spectrum, though it also alienates many of its possible voters.


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The 27th Union Congress of Treston
 
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뱈두 공화국
Baekdu Konghwaguk / Republic of Baekdu
"Liberty, Equality, Unity"
Do You Hear The People Sing?

Official Name: Republic of Baekdu
Short Form: Baekdu
Capital City: Hanseong
Capital Planet: Baekdu, Joseon System
Government: Unitary constitutional semi-presidential republic

  • The Consul is democratically elected by universal suffrage every four years. In the past, tradition mandated a single term, but some Consuls have broken this rule.
  • The National Assembly is elected by proportional representation across all departments in the Republic, with a minimum vote share needed for representation.
  • Traditionally, if the Consul and Premier are of the same party, the Consul handles both foreign and domestic affairs. If the Consul and Premier are of different parties, the Consul traditionally handles foreign affairs while the Premier handles domestic affairs.
  • Government bodies:
  • Executive: Consul Han Jei / Premier Choi Jaeun
  • Legislature: National Assembly, 6350 seats (DPP/SP majority government)
  • Judicial: National Court of Arbitration
Politics:

Major Parties:

  • Democratic Progressive Party (Radical Socialist): The Democratic Progressives had their roots in the revolutionary White Rose Society, a pacifist and proto-socialist political grouping that, until the Great War began to truly get into gear, were essentially a minor party. Due to incompetent management of the mainstream socialist party, the Labor Party, and its eventual absorption by the Liberals during Hwang Miyoung’s second term, the DPP managed to pick up more and more of the left-wing vote until it swept into power in a landslide after the end of the Great War. The party is socialist in character, advocating for public management of the economy, and, more uniquely, pacifist. While moderated somewhat from the immediate post-war, they are resolutely anti-military and promote cooperation in the Republican League rather than maintaining a preeminent military force. The party is split between syndicalists and anti-syndicalists, but the anti-syndicalists are in control, having essentially coopted syndicalism with widespread nationalizations and labor reforms.
  • Liberal Party (Classical Liberal): Often called the natural first party, the Liberal Party clearly has its roots in the revolutionary Yellow Faction, named for the color of cockades its Deputies wore. Unlike the Blue Faction, they were urban instead of rural, and very militaristic. When Consul Lee Hyori left office and politics became more officially partisan, the Liberal Party competed with and eventually supplanted the Blues as the main party of the right. When Consul Hwang Miyoung was elected, the Liberals were a very centrist organization, perhaps even leaning center-left; however, as the agrarian lobby collapsed and more conservatives joined the Liberals, it became an essentially conservative, and more importantly, capitalist and militarist party. More technocratic than doctrinaire on economics, having accepted some of the DPP’s socialist reforms, the Liberals are a very outward-facing party, promoting a strong military and active intervention to spread and defend republicanism abroad.
Minor Parties:

  • International Party (Totalist): The descendant of the Baekduan Section of the Workers’ International, this radical syndicalist party sees itself as a “vanguard party” and is, on the main, anti-democratic. For this reason, it is not very popular, with most evolutionary syndicalists caucusing with the DPP.
  • Meritocratic Collectivist Party (Social Meritocrat): A party that promotes a very different form of meritocracy than established in the Adrallan Oligarchy, using meritocratic means to achieve socialist ends, it is even less influential than the International Party. Surprisingly, not funded by the Oligarchy, as their endorsement of “technocratic, meritocratic democracy” is heretical to orthodox meritocrats.
  • Socialist Party (Social Democrat): Once known as the Independent Labor Party, a grouping of Labor deputies that refused absorption by the Liberals, the Socialists are essentially a moderate and sanitized-for-the-middle-class version of the DPP. They are in a permanent coalition with the latter, running in more conservative areas.
  • Social Democratic Party (Anarcho-Capitalist): Another fragment of the old Labor Party, the SDP has a very non-indicative name and is in fact a party of radical, libertarian capitalists. Initially a caucus with the increasingly right-wing Labor Party, the SDP voted for absorption but broke again from the Liberals after the Great War, as national unity was less of a concern. It occasionally props up the Liberals, but is increasingly a cult of personality for its leader, Antonius Junpyo.
  • Dawn Party (Republican Conservative): The best candidate for a real third party, other than the Socialists, the Dawn Party is the remnant of the once-mighty agrarian democrats in the Rural Party. They are left of the Liberals economically and right of them socially. Of note, the party is actually dominated by Salvatorans, both Franco-Baekduans and converts.
  • National Front (Ultranationalist): A right-wing organization that blossomed in the post-war period as a reaction to Progressive anti-militarism, the National Front is a right-wing authoritarian party that seeks to put an end to representative democracy. Occasionally, their propaganda advocates for either or both of quasi-syndicalist business and labor councils and meritocratic tests as a replacement, but on the main, the party are human supremacists and nationalists.

List of Consuls of the Republic:

Lee Hyori (An. 1 - An. 5) (Independent)
Kim Jayu (An. 5 - An. 9) (Rural Party)
Hwang Miyoung (An. 9 - An. 24) (Liberal Party) (died in office)
Lee Jihyo (An. 24 - An. 25) (Liberal Party)
Kim Yoori (An. 25 - An. 29) (Democratic Progressive Party)
Kim Bora (An. 29 - An. 33) (Democratic Progressive Party)
Jung Hyosung (An. 33 - An. 37) (Liberal Party)
Son Hangaram (An. 37 - An. 39) (Democratic Progressive Party) (assassinated)
Park Byungjun (An. 39 - An. 41) (Socialist Party)
Hahm Jeemin (An. 41 - An. 45) (Liberal Party)


Homeworld Description:

The planet Baekdu is a terran planet that is approximately 65% water and has three large continents, Silla, Goryeo and Baekje. All three continents are relatively close to each other, believed to have been a supercontinent relatively recently on a geological timescale. To the west lie the Wa Islands, a major archipelago that has always been somewhat isolated from the three "mainland" continents, and to the south lies the continent of Namgeug Daelyug, icebound and generally unhabitable. Climates range from subtropical in southern Baekje to tundra and taiga in the north of Goryeo, but much of the most densely inhabited areas have a Mediterranean climate with mild summers and cool winters.

The capital of the Republic, Hanseong, sits on the Han River on the continent of Silla. Other notable cities include Gyeongju, Pusan, Gwangju, Wonsan and Pyongyang.

History:

The known history of human civilization on Baekdu goes back at least 20,000 years, but much of the earlier period is lost to history. For much of that early history, the planet was divided up into many petty kingdoms across its three major continents of Goryeo, Silla and Baekje. The Duchy of Gyeongju, a major kingdom on the continent of Sillae that was the first to experience the industrial revolution, launched a military and diplomatic offensive to unify the entire continent under their rule. With their ability to mass-produce guns and other advanced industrial goods, they managed to eventually unify the continent, or most of it, into the Kingdom of Silla, moving the capital to the city of Hanseong. Their influence reached in some capacity or another to nearly all of Baekdu, causing scholars to refer to this period as the “Unified Silla.” Silla control, or effective control, was unstable, barely lasting 100 years as other states on Baekje and Goryeo caught up to the Silla technologically and revolts in some of the more prominent Duchies overstretched the Gyeongju-centered Kingdom of Silla. While its satellite states overseas eventually collapsed and several rogue generals managed to start their own kingdoms on the home continent, the Kingdom of Silla proper survived and, indeed, was still the most powerful state on the planet.

Inspired, or perhaps scared by, the Silla’s success, kingdoms in Baekje and Goryeo also began to work to unify their own continents. The industrial age was in full swing, and imperial powers tried to extend their control as much as they could.. During this period, intraplanetary colonial powers and a crash-landing of would-be Frankish colonists upset the technological, political and cultural foundations of planetary society. Over time, as society adapted, technology surged ahead, the Frankish religion of Salvatoranism became a well-established minority faith, and space colonization commenced during the late monarchical era. However, the powers were unprepared for the stormy political times ahead, a period that would become known as the “Springtime of Nations.”

A political crisis in the Kingdom of Silla, having long since fallen from grace and torn asunder by internal rivalries, resulted in the overthrow of the tyrannical King Sindeok and the proclamation of the Baekdu Republic in Hanseong. The new republic was founded around the principles of liberty, equality and nationalism, meaning that all the people of Baekdu were a single nation and deserved to be governed as a single nation. The leader of the National Assembly, Lee Hyori, was acclaimed Consul, but she refused to formally take the position until the world was united under the revolutionary banner. The Revolutionary Wars that ensued saw the Republic of Baekdu annexing the states bordering the Kingdom of Silla and fending off an attempted military coup from Field Marshal Park Minjung, who attempted to proclaim herself Empress and remained a prominent figure in anti-revolutionary circles for some time afterwards. The last holdout, the Kingdom of Goryeo, fell to its own pro-Baekduan revolutionary movement, and within five years of the proclamation of the Republic, it had now united the world. In the first consular election, Lee Hyori ran as an independent and was elected nearly unanimously as first Consul of the Republic.


The Early Interstellar Era:

In the interstellar era, the Republic would quickly expand, as rapid colonization of the Asadal and Jeju systems created a large food surplus back on the homeworld, this in turn leading to the early dominance of the conservative Rural Party. Soon after the election, the Novus Galaxy and wormhole travel would be discovered by a Baekduan explorer, naturalist and professor, Jun Haneul. This gave the Republic a huge advantage in claiming territory and resources in the Novus Galaxy, which in turn enabled it to fund ambitious projects at home. Additionally, the Celtic Revolution occurred just a few years after the Hanseong Rising, which gave the young republic its first genuine ally and formed a lasting cultural bond between the two nations (even if their cultures were very different). As revolutions toppled empires in Azeratii, Zelsar and the Shufalen (Tasavalta), Baekdu cast itself as the leader of the republican world, forming the Republican League as a military alliance and international organization to coordinate diplomatic action between the republican nations.

The Republic also joined the Pan-Galactic Community and was an important member, participating in the Solesian War in the Six-Nation Alliance against the corrupt Solesian Democratic Republic and the Totalist regime known as the People’s Republic of Terran. After a brutal ground campaign across first Solesia and then Terran, the Terran government was brought down with a combination of an Alliance blockade and a domestic coup against increasingly delusional Premier Josef Tytus. As the Terran government surrendered, peace was celebrated, but it did not last, as a civil war in the Federated States of Azeratii spiralled out of control between meritocrats and syndicalists. Baekdu intervened on the side of the Syndicalists, which expanded the Azeratiian conflict into a galactic one.


The Great War:

This was the spark for the Galactic War. The Kingdom of Francia and Adrallan Oligarchy mobilized to protect their own interests in Azeratii, which brought in the other republican nations against them. Consul Hwang Miyoung, who began her career as an agrarian democrat and gradually drifted leftward into the Liberal Party, began to commit the nation for total war. Despite her capitalist instincts, a system of rationing was put into place that would last some eight years, and all the resources of both the metropole and the colonies were marshalled for a fight for survival. Baekduan troops and ships participated mainly on two fronts; the Western Front, against Francia, and the Central Front, against the Adrallan Oligarchy. The former was by far the easier battle. Francia had fewer colonies to draw upon, a more outdated military, and a high command hamstrung by the whims of its monarch. Despite an aggressive push into Myongseong by Frankish troops, their offensive stalled within months as Baekduan troops dug in and winter set in in the densely populated northern hemisphere. Desiring quick victories, the Franks made the crucial mistake of invading Azeratii, which enabled Baekdu to push back hard, pushing the Franks out of Myongseong, then back into Germania, then back into Francia proper. By An. 21, the Skaven Federation spied opportunity and declared war on the Franks, which prompted the Frankish kingdom to sue for peace. In the treaty, desiring to break Frankish power altogether, Consul Hwang made the fateful decision to seize Frankish colonies. While the colonists therein were granted citizenship and have mostly integrated into society, it was a controversial move, with some anti-war activists latching onto the issue, but on the main it was well-received by the colonists, despite some dissent. Hwang, suffering from a terminal lung condition, sought an unprecedented third term, determined to see the war through to its conclusion.

There was still, however, the Oligarchy, fully committed to the war. Unlike the Western Front, which was fought against an outmatched foe with inferior technology, on the Central Front the galaxy’s two most unified, industrialized and resource-rich powers engaged in an epic clash of wills. Despite massive fleets being launched at eachother in meat-grinder actions over Asadal and Rycuh, the frontlines moved no farther. For better or for worse, the Oligarchy counted on the Tasavalta as a neutral buffer, and so marshalled nearly all its forces against the Republic, which was still fighting the Franks. Though planetary shields absorbed most of the worst of the collateral damage, raids on cities were still quite common, and none were truly spared the horrors of war. The first signs of the turning of the tide came after the Frankish surrender, as an influx of comparatively fresh troops and ships from the Western Front pushed the Oligarchy out of Asadal for the final time. Even as Uksugu increased raider attacks on the Oligarchy from the east, the war continued, as the Baekduans advanced light-second by painful light-second into Rycuh. The war with the Oligarchy, however, would carry on for four more long years, and might have gone on still longer if not for the invention of the elerium bomb.


The Bomb:

The Oligarchy, despite at this point unable to win the conflict, would refuse to surrender and fought on to the bitter end. Even as Rycuh finally fell, the brilliance of Admiral Relacey, a man whom the Republicans developed a grudging respect for, made the League bleed for every orbital they took. Things took a further hit when, in late An. 24, Consul Hwang’s lung condition finally claimed her life. As the nation mourned her, second in history and importance only to Lee Hyori herself, her Premier, Lee Jihyo, assumed office and was left to finish what she started. He would be forced to utilize a secret weapon, developed by scientists working around the clock in secret, to bring the conflict to an end: the elerium bomb.

Before the invention of the bomb, invading a planet was an incredibly bloody process, resulting in lives lost in the millions on both sides. Naval forces had to first weaken a planetary shield, and then ground troops would have to assault the planet from orbit. These troops, if they even survived orbital and surface-to-air defenses, had to establish a beachhead and then, somehow, conquer an entire world. Planetary invasions were dreaded and brutal affairs even if, like in the Republican League, codes of conduct were in place regarding the use of nuclear weapons and treating prisoners of war. Other powers were not so considerate. It was in these circumstances that many galactic powers searched for methods to circumvent this process, for humanitarian and military reasons alike. Baekduan scientists happened across one that actually worked.

The elerium bomb is an advanced weapon that utilizes the properties of elerium, AKA element 115, to neutralize any energy field. The bomb itself is not very destructive, having only the force of a few thousand tons of TNT; the elerium reaction is what is prized, shutting all known shielding systems on contact. Planets that were previously considered immune from orbital attack could, theoretically, be vaporized from systems away, or at least conventional weapons could be unleashed to their full, devastaing effects.

With the leadership of the Oligarchy committed to a death struggle and the populace growing tired of war, Consul Hwang, and later Consul Lee, decide that only the sheer tactical superiority afforded by elerium bomb-assisted attacks could end the war. Thus, after several elerium bombs had been produced, he authorized the use of a kinetic kill vehicle targeting the Adrallan capital, which, in combination with elerium bombs, would reduce it to rubble from systems away. The bombing occurred on 28 Brumaire. The Adrallans did not surrender. Another KKV and elerium bomb attack was ordered on another populous city soon afterward. The Adrallans did not surrender. Only after the third did Admiral Relacey begin to put out feelers regarding terms. Only after the fourth did an official envoy speaking for all three pillars propose even a ceasefire, and this was on laughable terms, demanding territorial gains for the Oligarchy. It took a total of five KKV strikes on densely populated cities to fully demonstrate the gravity of the situation. Utilizing emergency powers, Relacey silenced his critcs and offered surrender. The war was over. The Republic had won.


The Peace Governments:

The legacy of the Great War was impossible to overstate. Baekdu produced more war materiel than any other nation, and lost the second most sons and daughters, second only to the Oligarchy. The nation was exhausted and desperately wanted change. The conservatives had promised an end to wars after Solesia, and they hadn’t delivered. It was in this environment that anti-war activist Kim Yoori, at the head of the socialist Democratic Progressive Party, swept the Liberals out of power and into the Blue House. Regarded as incorruptible and a fierce advocate for her beliefs, “Saint Yoori” undertook a massive demobilization, reached out to try and welcome the defeated Axis powers into the Pan-Galactic Community, and created the National Labor Relations Board, which established a system of cooperation between unions and business that greatly expanded their power. The NLRB and other reforms coming from the government, such as an eight-hour day, three weeks’ vacation, free education and single-payer insurance transformed Baekdu from a vigorously capitalist state into a true social democracy. The DPP was also not inclined to reverse emergency nationalizations enacted by the Liberals during the war, and even expanded them.

On the other hand, Yoori might have been principled, but she wasn’t naive. Syndicalist sentiment was widespread in the immediate aftermath of the war, with the Baekduan Section of the Workers’ International approaching major-party status. The Democratic Progressives themselves were split between syndicalist and anti-syndicalist factions, and syndicalists were threatening to take over the party. Those who did not agree with all of the principles of orthodox syndicalism would have to work around it, or have it forced on them. Yoori herself was personally sympathetic to syndicalism in theory, even calling herself an “anarcho-syndicalist at heart,” but noted the anti-democratic elements of state syndicalism, and was wary of handing power directly to labor organizations, as they excluded the unemployed and truly disenfranchised. Cynics noted that she gave the syndicalists essentially everything they wanted except a state-sanctioned Council of Unions, which effectively drained their support away into nothing. Moderate Syndicalists were essentially won over by her radical socialism; radicals decried her for “putting a smiling face on capitalism.” Beloved by the population at large and getting the economy out of its post-war recession by the end of her term, her successor, Kim Bora, easily won election.

One of Yoori’s proteges, Bora was not cut from the same cloth as her predecessor, buffeted by factions in her own party and prone to letting the Liberals score easy political points. Hahm Jeemin, the top Deputy on the Foreign Relations Committee and the heart and soul of the Liberal Party, battered her again and again on the Holonet, and Consul Kim would continuously walk into it. Bora’s more moderate position also made the syndicalists harder to keep in line, and in the next election the DPP candidate lost to the Liberal Jung Hyosung. While she would roll back some nationalizations, Jung kept most of the labor reforms intact, accepting the status quo; but she knew that the Republican League needed leadership, and began to rebuild the military and increase enlistment again. A diplomatic spat with the Oligarchy seemed to confirm the validity of the policy for the immediate term. The heady postwar days were now clearly over, and the Republic would have to adopt to the changing times.


The Modern Era:

In An. 35, a fresh outbreak of violence in the Albish Civil War prompted Consul Jung to lead a Republican League invasion and occupation of Albion. Albion had been a bleeding sore of civil violence for over twenty years, and the stream of refugees by this time formed a notable expat community in the Republic. Over time, the Republic had generally supported the central government as the best of many bad options, though relations ran from chilly to positively frigid. By this point, the power of the monarchy had essentially eroded completely, and many Liberals and agrarian democrats spied opportunity. After a brief buildup, the Baekduans and Celts rolled through Albion, wiping away the warring factions in an instant and establishing the Albish Free State. Nation-building efforts were difficult, and between the frustration of the occupying forces (operating under a theoretical PGC mandate, which was questionable since the Oligarchical ambassador was not present) and the election of another DPP government in An. 37 led to a relatively quick withdrawal. The Albish occupation did not greatly affect the nation the way the Great War did, and the ensuing DPP government mainly focused on expanding welfare. Tragedy struck, however, six years ago, as a Totalist shot Consul Son in An. 39, leading to his Premier (a member of the Socialist Party, the DPP’s social democratic coalition partners) to serve out the remainder of his term. At the end, Hahm Jeemin, foreign minister at just age 25 in the initial revolutionary government and grande dame of the Liberal Party, decided it was finally her moment to step out of running the party from the shadows and finally take the top job herself. She finally ran for Consul at age 66, won, and served a surprisingly uneventful term, presiding over economic expansion and well-managed relations with most of the galaxy (though the syndicalist Celts, who dealt with her on and off for some thirty years in endless Liberal governments and hated her with a fiery passion unrivaled outside of Adralla, weren’t fans on principle alone.) Now, the freshly elected DPP government under Consul Han Jei will have a lot of work to do if it will be able to maintain the Pax Baekduana.


((Baekdu profile. Feel free to claim it as you please. Minor powers going up in a bit.))