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Third Empire - The Decline (OOC)


Krefarus
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Third Empire - The Decline
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"The stars seemed brighter, long ago, before the accursed ascended to the emptiness of the inky, black void. They are a savage people, badly designed for violence, and yet so prone to it. Each day, I stare out across the darkness and the stars seem darker - a foolish thought perhaps, but each moment of their rule feels as if it bleeds the Galaxy of a little more life. I would weep, but such tears would be wasted, and I have greater regrets - for which I shall reserve my sorrows."

 

The year is 10'360AE. A shroud of darkness has fallen across the Third Empire. On Kaumai, the Imperial Capital, the newly coronated Emperor Rän-ji rules from his palace-moon, high above the heads of the commoners where his influence seems to wane by the day, and the senate is consumed by a state of constant deadlock. He has come to the throne of a bitterly divided and stagnating Empire, where far off Stellarchs rule as Warlords, the Senate plots against his rule and the military is the weakest it has ever been. Worse still, his power is even more eroded by the loss of much of the Empire's Psykics, who were once the arteries that allowed fast communication to every corner of the Galaxy, allowing for instant communication, and enforcing the Imperial will wherever they were present. This Great Decline has lasted five hundred years, and the effects are becoming only more prominent, with every passing cycle, more and more cracks spread across the Empire’s foundations. A great era of decadence has rotted away the heart of the Third Empire, while the brutally oppressed commoners have raised their heads, determined to improve the conditions of their lives. Meanwhile, the fighting around Buath continues unabated, as the Irearch lurks, waiting for his chance to crush the Empire, once and for all. 

 

Psykics:

The Psykic Arts were once the foundation upon which the Empire was built. Psykics were once incredibly common - they served as interrogators, officials, communicators and more. That day has long passed, for now Psykics are perhaps the rarest caste that can be found in the Galaxy. The few that remain are almost exclusively reserved by the Emperor, the Senate or the Stellarchs - where they provide key lines of communication, and skilled secret agents.

 

There are many aspects to Psykic powers - most of which are long lost. The most used, and the few remembered, Psykic abilities include long range instantaneous communication, the ability to search a person's mind, the power to inflict terrible pain without touch, and other such skills.

Application:

Starting Systems:
All Stellarchs appointed by the Empire are given charge of a certain handful systems to administer and enforce Imperial law throughout. You are allowed to select no more than 10 systems (You can have less, I guess..), they must all be connected.

Point Distributions (21 Total):

Loyalty:
Influence:

Military:
Leadership:
Infrastructure:


Your Stellarch (Their name + Personal backstory):

Additional Characters?:

Provincial Culture:

All corners of the Empire, however isolated or sparsely populated- were all conquered or colonized by Humans, and more importantly, the Empire. Imperial culture itself varies across the galaxy, however, certain aspects of it, more specifically, naming conventions are based around the Maori / Polynesians of our world. While it is not mandatory to adhere to such naming conventions, we would greatly appreciate it.

Human Variants?:
For thousands of years humans have inhabited most corners of the galaxy. During such a vast amount of time, certain populations have began to offshoot from the main branch of humanity to better suit their environment, usually mainly in the form of visual differences, but other adaptations have been noted. You are allowed to choose such a variant, so long as you are positioned within the Mid-Outer Rims. Note, this is mainly for RP purposes.

Unique Military Units (Two):

Pick a number between 1-10:

Edited by Krefarus
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Application:

Starting Systems: 22 D, 12 C, 13 C, 14 C, 15 C, 1 C, 2 C, 3 C, 4 C, 21 B


Point Distributions (21 Total):

Loyalty: 5
Influence: 5

Military: 5
Leadership: 6
Infrastructure: 


Your Stellarch (Their name + Personal backstory): Stellarch Ihorangi Matareka “Scourge of the Irearch”

This shining example of House Matareka is still by most standards a young man. Only twenty-three, he has achieved much in his short years. Like most nobles within the house, he was whisked away to military academy at an early age. It was there he soon proved a leader and adept soldier. Paired with University in later years, the aspiring Lord was one of righteous zeal, but benign rule. A charismatic and attractive boy, he made friends wherever he went. Following the tradition of the House and all nobles before him, he joined the Imperial Armies fresh out of University. It was there he truly began to excel. Leading entire companies at an early age, he would fight and lead from the front. Always eager to take the fight to the Irearch, his troops came to love and respect him. Never one to waste lives, or ask his soldiers to do what he wouldn’t. By twenty he was a General sponsored by House Matareka. However after the death of his father, Ihorangi was called back to the Province to rule. Apointed Stellarch at Twenty-one, Lord Ihorangi Matareka has proven he can also excel in a domestic setting. With his guidance, the loyal and happy people of Takakasi have grown and flourished. 


Provincial Culture:
The Province of Takakasi is one of ancient and noble stock. Even before the space age House Matareka was a well endowed Noble House within the Capital of Kuamai. Born and bred aristocrats, they ruled with a benign grip. At the start of Exodus, the Noble House was more than willing to uproot. Already the Inner Core was growing stale of growth and ambition. And so with their people in tow they migrated North. Here is one the legacy of the House truly takes shape. Ardent Technocrats, the House helped in many of the enhancements to Space Age tech the galaxy knows so well today. Always keen to gather the brightest minds, many of the Matareka worlds became tech worlds. It is here education and innovation have become key pillars of society. 

 

It is also here their legacy of Military prowess and achievement really start to shine. They were for centuries on the frontier of the nort, in direct contact with the Ireach. The two races hated each other, both ardent xenophobes. Every year border conflict and raids would crop up. And every year more and more aristocrats from the house went to Imperial Academies, and returned to fight. In this pattern the House became more and more a War-Hawk and boast an illustrious list of generals. “Technology and Martial Might” Soon became the motto of the House. Every heir and promising family member is now whisked away to train at academies, and also learn at university.

 

The people themselves bring all the proud and ancient traditions of the Inner Core and Empire. While the Aristocrats lounge and rule, the lower classes live life in harmony. Proud to call Matareka their lords, this great example of symbiosis has propelled all classed forward into power and wealth. Millions of common men enlist in the Matareka armies, and have grown to know war just as well as they do. And even more are given scholarships to University, where they prove their intelligence

Human Variants?:
PURE Human

Unique Military Units (Two):
Ahorangi Pikes [Elite Heavy Infantry]; Ever since even the steel age the Pikemen have been a useful military arm of House Matareka. Obviously now not using pikes in the space age, they still proudly bear the name of their Ancestors. These Heavy Infantry are brutal shock units, catering to close range styles of war. They prefer Arc Blades and Power Armor, a costly but effective armament for their tactics. As well as shot guns, smgs, and other close range projectiles. They excel in boarding, orbital deployment into hot zones, and acting as shock infantry on the front lines of large scale wars.

 

Waka Destroyers; The backbone of any proper Matareka fleet. These Destroyers are proficient in long range warfare, the entire ship catered to high power kinetic weaponry. Often in the rear or far flanks of lines, these ships can out range even ship classes above them. Making them an effective ‘Sniper’ Ship. 


Pick a number between 1-10:

3

Edited by GrimBeard
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Starting Systems:
6B, 7B, 9B, 8B, 10B, 11B, 7C, 12B, 13B, 20A

Point Distributions (21 Total):

Loyalty: 5
Influence: 5

Military:
Leadership: 6 
Infrastructure: 5

Your Stellarch (Their name + Personal backstory): Wulffgang Kruger, born and raised on the lower districts of Kuamai under the tutelage of a small gang having lost both of his wealthy parents during a gang shootout between his mentors and a rival. Much of his young life was spent stealing, spying, and blackmailing for this rather unimportant gang before they were overtaken by a syndicate operating from the renamed Oberstein sector. The teenage years is where this young man skyrocketed his career in the criminal underworld overtaking his gang’s authority figure and starting to smuggle vast amounts of cocaine to wealthy businessmen and sending out his skilled enforcers to get blackmail on the Stellarch of the sector. The next ten years he spent building up substantial evidence, gaining influence with the wealthy nobility of the Oberstein sector and the senate itself while slowly killing the current Stellarch’s position. On the eve of Kruger’s 40th birthday, in celebration he released to the public hundreds of files on the Stellarch’s private life ranging from drug abuse and pedophilia. The damning information and Kruger’s influence in the senate allowed him to dethrone this thinly dicked man in a matter of hours and soon the enforcers of the syndicates swept the streets and local senate buildings rounding up any civilians or leaders causing unrest.

Additional Characters?: 

Andreas ‘Blackgate’ – Self appointed second-hand to Kruger, he is responsible for laundering vast sums of money and ensuring that no illegal element can be traced back to the administration preventing blackmail.

 

Manfred ‘Echostone’ – Assigned to lead all security efforts of the outer-rim penal colonies, he is ruthless and borderline psychotic with his early childhood consisting of nothing but squalor and child abuse from his adopted parents. 

Provincial Culture:
Going against the societal norms, the Oberstein sector is based on a very rare naming convention dating back to the beginning of the Kruger line, upon the rise of Wulffgang’s reign most of the sector was renamed. Much of the inner colonies are ridden with black goods and lavish abundance as the citizens here are brainwashed into believing Kruger is their savior from the life of mundane and misery. It would however come at a cost of many political opponents being ushered into camps in the outer colonies forced to work 120 hour weeks and forcibly given drugs to fight off exhaustion and psychosis. These men and women are worked to death quite literally only to be replaced by any one in the inner colonies who speaks their mind or represents change. Much of the outer colonies fight to survive in drug run corporations and syndicates, all answering to Kruger’s main administration through back channels.

Human Variants?:
The populations of the Oberstein sector is mainly unchanged humanity. 

Unique Military Units (Two): 

Verboten Transport - Specifically designed to ferry illicit goods undetected across the empire and carry other various items such as men or material, its intended to be a full stealth ship. Comes armed with retractable turrets to put off borders and is able to trade through even blockades.
 

Support Carrier - Exactly as the name describes, can carry half the fighters of the carrier but at the exclusion of needing a driveyard to be built. Comes equipped with anti-ship grade weaponry but lacks missiles or point defense.

Pick a number between 1-10: 1

Edited by Devland99
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Starting Systems:
All Stellarchs appointed by the Empire are given charge of a certain handful systems to administer and enforce Imperial law throughout. You are allowed to select no more than 10 systems (You can have less, I guess..), they must all be connected.

 

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34i [Pratio], 35i, 36i, 37i, 39i [New Vara], 41i, 42i, 45i, 48i [Serrano], 50i

 

Point Distributions (21 Total):

 

Loyalty: 5
Influence: 6

Military: 0
Leadership: 0
Infrastructure: 10

 

Provincial Culture:

Varan | Italian

 

The people of New Vara are aptly collectivized in La Bella Vara, named so for the near-legendary Second Empire figure that led the ancestral communities from the Core Worlds to a far reach of the Outer Rim. There, they found a plenty; abundant resources, and abundant protection from the prying gazes of would-be warlords. On 39i, they founded their collective and prospered for centuries. The fall of the Second Empire forced the Varans to adapt; upon once-idyllic farmlands they constructed factories, within every river a power plant. The dark plumes of wanton industrial ash that covered the Outer Rim’s atmospheres began to fill the lungs of the Varanese, and as time wore on so too did the patience of its peoples wear thin. Its Stellarch, the Governor of Serrano, was strong, though, and with the coming of the Third Empire they became protected in their governance of the territory.

 

New Vara, however, ancient home of the region, became the centerpiece in a slow shift. Even as manufacturing in the Empire relied less and less upon the Stellarchs of Serrano, New Vara grew in power with its ability to create the increasingly rare technically advanced components. Soon, the families that controlled the production of these components began to want more; with the high volume of shipping the Empire sent to collect these parts came more businesses, and with more businesses came more visitors; to accommodate these visitors, the great aristocracy purchased pleasure sites and hotels en masse. By the foundation of the Senate, New Vara was little more than a tax-paying satellite of the Governor at Serrano. Within ten years of that, the control of the families began to expand and shift as internal power struggles beneath the surface and corporate espionage forced various groups’ headquarters out of New Vara, and those groups took control of other Varan worlds. Even as the Second Great War wore on, the home front in Varan space began to collapse; there, the planets had essentially become territorial claims of their strongest families, and as those families grew stronger, so too did their appetites continue to grow. Family-run estates bought representation in local congress, bought protection in cities, owned everything a man, woman, or child could do in the cities, created threats for the populace to worry about by creating criminal empires, and created their own protections in kind for the people within. They sorted themselves in the styling of ancient Imperial armies, with the “Lord” at the top, the Don, their underbosses, or right hands, their consiglieres, or left hands, and their caporegimes, or generals. After New Vara came Pratio, the most important hubworld of the Varan peoples, and then Atrante. Varan planets slowly filled with “untouchables”, and with the decline of the Empire at the turn of the 100th century AE came the perfect opportunity for those untouchables to seize full control. When the Governor of Serrano passed, his successor was denied entry into Varan systems, and the Narelli family seized control of the governor’s palace within.

 

This was the beginning of La Familia Guerra, the War of Families, dubbed so by the news outlets that were, of course, controlled by said families. New Vara was the centerpiece of their collective peoples, and so, the Vernazza family argued, it should be the capital – little mentioned by them was that it, and the neighboring two systems, was firmly under Vernazzan control. The Rosantes argued that Pratio had become the most important trading world; the Narellis, that Serrano had always been the Stellarch’s seat. The war was a drawn out matter of assassinations, further corporate espionage, and political corruption of the highest order, and kangaroo courts. Thirty years later, with half of the most powerful Varan families wiped out completely, peace was signed with the creation of La Bella Vara as an entity, more commonly called “The Directorate of Vara” by both Imperial authorities and local would-be rebels. Each of the nine surviving Families, the semi-legal megaconglomerates whose main businesses were pleasure or blood, would draw out their maps among themselves, and to the Empire they would be a united entity. The new capital of the region would be New Vara; for the most powerful Don, Il Insigne Don, at the end of La Familia Guerra was the head of the Vernazza Family, Diamond Frank. A New World Order had been created for the region, the Stellarch an assigned post usually gifted to Il Insigne Don as a show of continued support from the other families of the Directorate – and the weak Senate of the Core would have no control over them.

 

New Vara, a world famed for its component-creation, does not seem so at first glance, for in their great narcissism the Vernazza Family created a monument to unrestrained capitalism; the Kingdom of Steel, it’s called colloquially by Varans, for its streets are a great mess of steel, its buildings of imported stone, and its interiors of marble and gold. To give the impression of a living historical city, major laws on the appearances of buildings aboveground have been put in place.

 

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New Vara, Vernazza Center

 

Instead, it is beneath the surface that the majority of business takes place. There, great caverns once excavated in pursuit of metals have been turned into metropolitan cities in the darkness, neon light shows powered by the same thorium plants and geothermal energy reserves that the Varans once complained about. Let it not be said, however, that the Families do not care about their subjects; instead, much must happen beneath the surface because prolonged exposure to the fumes above without specially-made apparatus often ends in pain if not death for the civilian people; beneath the surface, careful regulation allows a more permanent living condition.

 

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New Vara, Beneath Vernazza Center

 

Unlike New Vara, Serrano was designed to be a Core-world away from the Core, a destination for Outer Rim tourists and, for two thousand years, had been the capital of the Varan regions. There, many outside of the core Narelli Family have traditionally Imperial names, keep up with Imperial fashion as best they can, and are relatively loyalist to the Emperor’s cause. Serrano was the major supplier of ships from the Vara systems to Akoni, and the Core language is the only accepted written form of communication on the planet.

 

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Serrano, the Governor’s Palace in the background

 

Your Stellarch (Their name + Personal backstory): 

 

Salvatore “Sunny Sal” Vernazza | Don Vernazza | Salvatore is the thirty-third Insigne Don, and the twenty-first to come from the Vernazza Family. From New Vara, he has an iron grip on the Ianutto Family, which he has been propping up to compete with the Rosante Family. Many, however, declaim the situation; they carefully note that Sunny Sal is only 43; that, really, the current situation was created for him by his father, and he has yet to prove himself. Time will tell if these rumors are correct.

 

Human Variants?:

 

The Varanese are pale, black or brown-haired (though some are blonde), with brown or blue eyes. Their variation comes in minor protection from toxic/noxious atmospheres, based around the fact that New Vara’s surface hasn’t had clean air for a millennia. This, of course, allows Varans to live on New Vara’s surface without the need for masks, unlike greater-Empire counterparts. They also have perfect skin.

 

Unique Military Units (Two):

Gina’s Favorite: A perfect replica of a regulation Kohatu Driveyards-produced superfreighter, except with enough hidden compartments for a full shipment's worth of Black Goods to be, uh, hidden. Obviously, these hidden compartments have implanted technology designed to trick Imperial scanners into believing they're normal ship components, and various other...tricky things, to trick people (and animals). [Smuggling Superfreighter]

 

Made Men: At first glance undifferentiable from the average Vara civilians, it becomes clear only upon close inspection their true purpose. They are the eyes and ears of the Families, each representing a hefty investment into ultra-high grade cybernetics (both legal and less so), improving them beyond the bounds of normal humans. This is most often used to covertly ferry information back to their capos, but it has been rumored more darkly to have been used in performing largely unavoidable hits on enemies of the Families. They say you're being recorded the moment your ship passes Pratio; all sayings have some truth to them.

 

Pick a number between 1-10: 

10

 

Additional Characters:

unknown.png

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PROVINCE OF ALTAIRE

 

Starting Systems:
1M, 2M, 3M, 4M, 5M, 12M, 13M, 14M, 15M, 16M
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Point Distribution:
Loyalty: 5
Influence: 0
Military: 5
Leadership: 5
Infrastructure 6


Stellarch and their History:
Lord Tarau Naei was born the youngest into a tumultuous period of his family’s holdings. Studious in his youth, he took to reading old tales of valour and grand, historical epics. As he grew older, his interests expanded into history and archaeology with much of his allowances spent on artifacts and old, crumbling data-vaults of ancient treatises. Yet even with these distractions he could see the danger on the horizon.

His father was ruining the province’s economic prospects with endless vanity projects. He patronized dozens of art schools and constructed vast complexes and palaces for himself and his favoured subjects. In the shadows, Tarau’s uncles and older brothers quietly invited him to join a coup to end the foolishness. Tarau’s eldest brother would take over as Stellarch and rebuild the province (with generous dispensations and titles granted to his loyal family, of course). With that, the murder was planned to take place during a lavish family banquet.

His father was beaten to death with silverware and repeatedly stabbed with steak-knives. Yet just after the act was complete, the guards burst in and fell upon them, slaughtering the family in its entirety. Yet this was with the exception of Tarau, who had bravely informed the guards of the vile plot, but too late to save his wasteful, pretentious father. A true shame.

 

Now in control of the province, he discovered just how poorly the finances had been mismanaged. Most of the wealth and resources had been funneled into monuments and fine art to the detriment of infrastructure, industry, and trade. Debt had climbed so high that considerable capital had to be secured at any cost immediately.

 

Tarau reorganized the art guilds (still having the majority of the provinces’ resources at their disposal) into weapons and goods manufacturers, but they could not generate enough. He sold off every piece of gold and silver in his father’s palaces, stripped hundreds of monuments from their podiums, and auctioned them off for every credit they were worth, but it was still not enough. He sold off most of the provincial fleet, half the arsenal, and his father’s whole harem, and yet it was still not enough. Finally, he approached the final source of income he had not yet squeezed dry. It was lucrative, dangerous, illegal, but available. He took the chance, and made some shrewd deals with the underworld.
 

This, finally, was enough.
 

Though distasteful, the “goods” that were produced was enough to begin kick-starting the province’s economy. Though it was low on many basic necessities, there was enough money flowing to feed the plebs and rebuild infrastructure. Eventually the guilt of illegality began to fade, and soon after he no longer cared.

 

Stripped of family, stripped of morals, and stripped of empathy, he began to seek out the only thing he cared for—his own power and prestige...

... as well as artifacts. He still liked those.

 

Additional Characters:
Huana Rui:
Field Marshal of the Provincial Forces of Altaire. Formally the Guard Captain of the palace, he took part in the bloody massacre of Tarau’s family and was rewarded for some completely inexplicable reason. He took great care to get the troops back into fighting form, and has made significant progress despite much of its equipment being sold.

 

Chrys Anthymym:
The owner of Altaire’s Gallery of Fine Arms, the first – and largest – art-school-turned-armoury. He was initially quite upset to see his many projects stripped and sold, but later saw it as a new field of creativity he had yet to appreciate. Military hardware was always so bulky and ugly, and although brutalism had a sort of brusque charm to it, many avenues for artistry had potential to bloom.

“Mr Green”:
A representative of “concerned merchants” who deal specifically in “niche luxury goods” and “exclusive products for a refined clientele.” Only speaks to the Stellarch in person.

Toto Momokomba:
A loremaster and evaluator of unusual items that Tarau enjoys collecting. Little is known about him aside from his arrival from the core provinces some twenty years ago.

Senator Dysy Pytyl:
The most pretentious, unlikable man in all of the senate.


Provincial Culture:
Aesthetics: Late Roman
 
Prideful and loyal to its Stellarch, the province of Altaire has a uniquely mixed bag of attitudes. On one hand they are great patrons of the arts and philosophy, on the other, women are not allowed to hold positions of any political authority. Aesthetics are very important to the populace with many superstitious attitudes about “balance” and “harmony” within buildings prevailing over logic and pragmatism. Great statues of notable Altairean figures dot the worlds of the province, though some are still in considerable disrepair.

 

Growing wealth has seen the expansion of financial institutions, but there is also an undercurrent of fear for certain “unnameable industries” that lurk beneath the clean streets of certain worlds. Most think it best not to talk about it.
 

The planets are divided into a hierarchy of barons beneath the Stellarch, with most planets having their own individual laws and regulations in conjunction with provincial laws. Baronies are hereditary positions, and can only be approved by the Stellarch. Democracy of any sort is outright banned and heavily repressed.

Unique Units:

Rogue Traders:
Heavily armed and armoured freighters in the hands of somewhat adventurous individuals who tend to secretly carry goods of an unsavoury nature. Explorers, smugglers, blockade runners, and fantastic businessmen, these vagabonds are known for their flamboyancy, but mostly their discretion.
(5/2/1)

Shell-Crackers:
Heavily armoured, heavily armed, and with twice the engines, these heavy cruisers utilise a long-disused ship design found in a small archive of forgotten lore. Lord Tarau found the design so unusual that he had to have it built for curiosity’s sake. Finding it to be better than a standard heavy cruiser, he found it strange that it thrown out in favour of an inferior one...

(4/4/4)

Pick a number between 1 – 10:
Seven, baby!

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Stellarchy of Alamar

 

Starting Systems:

1H, 2H,3H,4H,5H,6H,7H,8H,9H,10H

 

Point Distributions (21 Total):

 

Loyalty: 4

Influence: 8

Military: 

Leadership: 5

Infrastructure: 4

 

Your Stellarch (Their name + Personal backstory): 

 

Grand Duke Severus Dryden, Stellarch of Alamar. Inheriting the leadership from his late father Severus found himself in a world he had no idea existed, his father dying unexpectedly young and the new Stellarch being young and inexperienced. It turned out that the House of Dryden operated a shadow economy along with criminal elements within their hereditary sector and had done so for centuries, leading a consortium of organisations. The early years of his reign weren’t the most stable and infighting within the consortium almost lead to the Stellarch being made a puppet of a mercenary organisation within the consortium, thankfully Severus while inexperienced was not a fool, as he made an alliance with one Nathaniel Barriston leader of a relatively new group within Alamar known as the Crimson Horizon with a complement of experienced though young soldiers, some even being child soldiers from the poorest planets within the sector. 

 

Displacing the original band of mercenaries within the Alamari Consortium, Nathaniel becomes one of the leaders within the criminal elements in the sector and is officially speaking a security contractor hired by the Stellarch. Since then Severus has simply worked to increase his position within the Empire and focused on improving his sector over others, making alliances with other Stellarchs and marrying into others of the peerage to increase his line. However he only has one legitimate child, being a daughter and another bastard who was legitimised and became his heir. 

 

Additional Characters?:

 

Lord Albert Dryden, Senator of Alamar (Son and Heir, Senatorial Representative)

Lady Annabella Dryden (Daughter)

Duchess Isabella (Wife)

Nathaniel Barriston (Enforcer/Military Leader)

 

Provincial Culture:

In line with the majority of the core culture, outwardly it appears as normal though behind the scenes many of the administrative activities within the sector are shady and legally grey. Especially with the Sector being one of the gateways into the true Imperial Core illicit activities are inevitable and the Government seeks to try to control it rather than attempting the endless attempts of stamping it out only for another to take its place. Those outside the inner or mid rim core areas are often seen as rustics and lightly scoffed at by the high society within the sector. 

 

Importantly there is a lot of transit within the sector, with the capital world being one of the gateways into the true Imperial Core, meaning a lot of the culture from the wider Empire is imported along with all the travellers, leading to elements of mid and outer rim human culture sticking around as some from the wider empire seek to make their fortunes closer to the core. This has lead to a wider naming convention that differs from the traditional Imperial due to the widespread nature of those who transit through Alamar to reach the Capital Sectors of the Empire.

 

Outside of that the culture is highly stratified and has a large local nobility that has made up a large amount of the officer pool, though distasteful to many of the pureblooded nobles money also plays a huge part within society leading to merchants and shady businesses rising to prominence within Alamar. Hence the formation of a Consortium of businesses that may be considered legally grey in the wider Empire but are vital to ensure the economy and trade flows smoothly from the rustic provinces to the core sectors.

 

Human Variants?:

 

Pure Humans

 

Unique Military Units (Two): Will discuss


Pick a number between 1-10: 7

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The Kingdom of Orteau

 

 

Starting Systems:

unknown.png

24H, 25H, 23H, 22H, 21H, 20H, 18H, 17H, 14H, 13H

 

Point Distributions (21 Total):

Loyalty: 5 – The Tenierts have over time secured absolute rule over their territory, with Orteau’s bureaucracy fully under their control. There are no major challenges to Lord Teniert’s authority.
Influence: 6 – As one of the major aristocratic houses of the core, the Tenierts are seen and heard often in the capital. This has given them some not-insignificant amount of leverage in political affairs.

Military: 0
Leadership: 0
Infrastructure: 10 – Orteau has been stable imperial space for many centuries. It is well-developed and prosperous.

 

Your Stellarch (Their name + Personal backstory):

Lord Ashweather Teniert, King and Stellarch of Orteau:

PDF) Victorian Portraits: Re-Tailoring Identities

Ashweather Teniert is a man thoroughly convinced that he deserves everything he has. Having come to power at age fifteen upon the death of his ancient uncle, his forty-year reign has proven unabashedly conservative. Perhaps that is an understatement: Ashweather’s first years in power were spent doing everything he could to distinguish his aristocratic friends and family from the commoners which unfortunately infest every social strata these days. A lengthy list of privileges now awaits any child born to the Orteau nobility, and Ashweather has seen to it that such distinguishments are clearly visible, even going so far as to dictate which clothes the common man is allowed to wear.

 

Beside such eccentric priorities, Lord Teniert remains ruthlessly efficient: Orteau is an absolute monarchy in every sense of the word. While of course imperial authority is present, the Tenierts maintain an unquestioned hold on the province by simply being better than any bureaucrat who arrives from Kaumai. The Inner Ministry handles everything from policing to law to notarizing contracts, and Lord Ashweather hungrily oversees it all, zealously guarding his power. Recently though, the King of Orteau has found merely stewarding his province less satisfying. Outside his borders, the empire rots. Surely if anyone is needed in the capital right now, it is a man like he.

 

 

Additional Characters?:

Lord Adrien Teniert, Prince of Orteau

Adrien Teniert can have no expectation of taking the throne soon, what with the lifespans of humanity these days. Nevertheless, his always-domineering father has seen to it that Lord Adrien is educated in their government’s functions. Forced through a rigorous lifelong schedule of aristocratic parties and bureaucratic training, Adrien has become a capable if somewhat submissive man. With his father soon leaving for the capital, he may soon have his first taste of true authority, but Ashweather has made certain arrangements before his departure which could upset his life.

 

Lord Alain Teniert

The younger of Ashweather’s two sons, Lord Alain’s biggest flaw is a lack of work. Much to his brother’s chagrin, Alain has scraped by without drawing most of their father’s ire, and is significantly more popular among the family’s friends. This in itself makes him useful to the Stellarch: while Adrien is called upon for rigorous organizational work, Alain merely has to play politics once in a while for his father. He considers himself to have gotten the better deal, and performs his family duty with enthusiasm.

 

Lady Annabelle Teniert

The youngest and easily the plainest of the siblings, Annabelle is a kind and likeable person, but due to her....condition, she cannot be expected to marry well in the future. Lord Ashweather considers her to have been a waste of nine months, and tries to forget her existence whenever possible. Her brothers however are fiercely devoted to her, and often try to introduce her to their friends, albeit with little success.

 

Provincial Culture:
The province of Orteau, based around the urban planet Orteau, has always sat at the very center of human civilization. Though governments, like imperial authority, have waxed and waned, a common theme in the region has always been the prevalence of powerful hereditary dynasties. These nobles guard their bloodlines rigorously, and will go to great lengths to distinguish themselves from the rest of the population – particularly when, as is the case now, many commoners have achieved great wealth in the province. In times of uncertainty, the aristocracy clashes like anywhere else, but so close to the center of human power this rarely takes the form of military action. Instead, the nobles of Orteau have a long and proud tradition of subterfuge. The practice is so well known that it has inspired figures of speech: “as sweet as Orteau” is universally understood to mean that one is impeccably polite yet dangerously treacherous.

 

In recent centuries, noble tradition has become law, and the power structure in the province has solidified under a single powerful house. But that is not to say that the other houses have gone away – there are dozens of them, officially recognized by Lord Teniert, and they constantly maneuver for position, both against each other and against the merchants who increasing encroach on Orteau’s wealth.

 

Human Variants?:
*spit*

 

Unique Military Units (Two):

Teniert Adjudicator – Special Infantry, small units

Thug #3. | OMEGA-LEVEL

The secret police, bodyguards, assassins and spies of House Teniert are inconspicuous, their appearance normal at first glance. This is by design: it is, after all, often infeasible to march a group of soldiers in power armor into a building, but a few suited colleagues will usually go unnoticed. Under the skin, however, House Teniert enhances their men with the finest cybernetics in the empire. Built for close combat, often unarmed, an Adjudicator is faster than a regular man, with superior flexibility and balance, and with medical implants that can keep him fighting even when badly injured. Above all they are inhumanly strong, and for a non-augmented human to fight one in hand-to-hand combat is almost always suicidal. With proper training, an Adjudicator can become a wonderfully subtle weapon, and the Tenierts use them extensively, quietly spread throughout their organization. Rarely talked about, often feared, they are the weaponized arm of Orteau’s nobility, and Lord Ashweather will never quite say how many he has.

 

The Unseen – Psychics

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In years past, psychics lived throughout the empire, their traditions well-known, their abilities commonplace. Even then, the psychics of Orteau were notable. Centuries of subterfuge taught the nobles the value of such individuals, and they documented their abilities, their training regimes, and their greatest feats. The best were known as Unseen: psychics so skilled at bending the minds of others that they could appear however they wished to, convince the most hostile of enemies to open their doors, or simply turn a crowd’s attention elsewhere. They were the ultimate spies, clever and mighty, and the galaxy learned to be wary when one was known to be near.

 

Today of course, such individuals are far more rare. Yet the records and traditions of Orteau still sit in the Teniert library, rigorously studied. When a psychic does appear, he or she does not lack for training opportunities. As a result, the psychics of the Teniert realm are exceptional illusionists, and even the weakest of them is skilled in the art of disguise and influence. They are the Unseen, and even today they are some of the best spies known to man.

 

Pick a number between 1-10:

10 :chad:

Edited by Zanderaw
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The Dominion of Badab

 

Starting systems:

31D, 15E, 16E, 17E, 19E, 56E, 57E, 58E, 59E, 60E

 

image.png.15924868f569cb8db698196f34ccb3e7.png

 

Point distribution:

Loyalty: 4 (The people of Badab are loyal. But they will not follow the actions of a fool or follow a suicidal course)

Influence: 2 (The long line of Tyrants has realized that, no matter how distasteful, at least some involvement in politics is neccesary to help divert resources to the front)

Military: 10 (Above all, it is important to have a strong military. Both in order to defend the homeland as well as to perhaps go on the offensive to rid the universe of the xeno menace)

Leadership: 5 (In the long war against the Irearchy the Dominion has seen the importance of good leadership. As such only those with sufficient skill are put in charge of the armies. In order to make sure the men are well-led)

Infastructure: 0 (The Focus on War has led the Tyrants of Badab to generally speaking neglect the development of their territory. With the focus rather being on defending or reclaiming land from the Irearchy)

Your Stellarch (Their name + Backstory)

Maru Parata is the last in a short line of 'Tyrants’. With the territory of the currrent dominion of Badab traditionally having greater autonomy due to the distance away from the major trade routes and it's position as a border territory with the Irearchy. Though with the rise of the warlords and general decline of the influence of the senate the already relatively high autonomy only grew greater. With the Military Governors of the now named dominion being forced to take more direct control of governance and law due to the slowness of communication. The beginning of the period of 'Tyrants’ officially started in 9985 AE. Where the then military governor of Badab at the time Arepate was sent to a session of the senate in the light of his actions on the frontier to act almost completely independently of a senate.


Notably one of the Republican senators called Arepate 'The Tyrant of Badab’ whilst deriding him as a tyrant in how he governed his people and region. To which Arepate famously (or infamously) replied. 'Honorable senator. There are no words I can give to deny your statement. I am in fact the Tyrant of Badab, for in the current state of the Empire; a tyrant is neccesary in order to keep law and order. ’

 

Maru Parate himself is the third Tyrant of Badab. He was born on the border planet of Uraika. An agricultural planet, though it was most well known for being one of the border planets with the Irearchy. Thus even as a young boy Maru was trained with basic weaponry in order to protect himself in the event of a hostile raid or even a full on invasion if it was neccesary. He was born to a couple of low-class farmers. Who spent the day operating the fields under the guidance of a foreman.

 

Maru never went hungry, as is logical living on an agricultural planet, but he did have to work hard even from a young age. Helping with menial labor and having generally only two pair of clothes. (one for work and one for relatively formar/school days) And certainly not having any video games or toys beyond a few sticks or stones gathered from nearby. 

 

Eventually Maru went to Public School where he was quickly found to be relatively smart. Not a genius by any account but certainly of a higher intellect than most with a large amount of healthy common sense. 

 

Thus after finishing Public School Maru went to the military academy. Where he quickly rose through the ranks and finished top of his class. After which he was sent to garrison the very world he was born on. Where he was part of several actions to defend his planet from enemy raids and where he gained general experience against the troops of the Irearchy. Even going so far as to serve in the heavy infantry of the Dominion. Generally speaking the best assignment a young officer could get, though often a risky one as well. 

 

Then after about 40 years of service (with 10 as a general) Maru was chosen as the next Tyrant by the council of 10. A body consisting 50% of the high-classed military command of the Dominion whilst the other 50% consisted of various high-level Civilian positions. Now the new 'young’ Tyrant (Being 55 years of age rather than being even older) is tasked with protecting the border. Time will only tell if he can persist against enemy forces both internal as well as external.

Additional characters?:
 

Kimo Parata:
Kimo parata is the son of the current Tyrant of Badab Maru Parata. Currently he's 19 years old and attending the military academy. Hoping to one day serve in the army and achieve the same succes as his fathers.

 

OOC: There will probaply come additional characters in time but can't think of anyone else specifically.

Provincial culture:

 

The people of the Dominion are generally speaking a hardy people. They are far away from the galactic trade routes and often have to make do with local resources. This means that generally speaking almost all products are locally made and generally less-sophisticated. It has also forced the people of the Dominion to generally be more creative. Often being forced to think around problems that in the core are easily solved with abundance of highly advanced technologically material. 

This has also reflected into the military doctrine of the Dominion. With it being heavily encouraged for the army to think creatively in order to succeed in their objectives as well as possible.

 

An interesting concept of the Dominion is that, even thought in effect it is a dictatorial autocracy, it is generally speaking quite meritocratic. 
There is still a notable upper class that often have more opportunity and are more likely to get a military command, but that only means that if you are already competent you have an advantage. Thus the Dominion generally strays away from the more aristocratic sentiments from other regions of the empire.

 

In Badab there is also less of a general despise of the lower class by the upper class and higher military officers. Though rather than despise there is more of a general neglect, or at least less prioritization. This is more to do with the fact that, with the enemy always constantly so close, the Tyrants don't have the time or resources to dedicate to helping the common people. Beyond simply providing jobs and housing in order to produce the resources necessary for the Dominion to stay militarily defensive and successful. 

 

Human variants:

 

The Scales:

It is sometimes hard to see, especially as they often try to conceal it when outside of the Dominion. But the citizens of Badab have a vague-scale like outer exterior. It is hard to see in a first look but if one looks hard one can see a pattern of scales accros the body of many citizens of Dominion. This evolved as an outer exterior layer to prevent loss of moisture (eveperation) as well as to protect against extra solar radiation. Especially since protection from colder enviroments are far more common and easily aquired than the latter. Though it is also rumored that this trait has spread due to failed genetic experiments or some people down the line somehow inbreeding with Kall. (Though the latter is clearly regarded as a conspiracy theory more than anything)

 

Still, it is often seen as a cause for shame when travelling to the Core or being anywhere along the major trade routes. Thus 'Scales’ often wear clothes that fully cover the body, even in otherwise desert enviroments. With some even deciding to cover their faces, though most generally use specific makeup to conceal the ridges between different scales.(which are still common human body colours)


Unique Military Units (two):

 

The Tyrant's fist(heavy infantry variant):

In his experience as a soldier Tyrant Maru has found that, though undesirable, fighting an Irik in close-quarters combat is at times inevitable. Especially when assaulting enemy fortifications. When a soldier has to clear a series of bunker complexes. And in such a location it is often not possible to use weight of numbers to pull an Irik down. Thus the Tyrant has decreed to his engineers and soldiers to have a type of heavy infantry specialised in close quarters combat. Who, if not able to defeat an Irik 1-1, can at least defeat an Irik 2-1. With the power armor of these troops generally being even stronger and more sturdy than even normal heavy infantry. Though at the cost of sacrificing much of it's mobility.

 

Raven class Corvette (scout corvette):
A saying that has died and resurfaced countless times 'knowledge is power’ a statement that is counted as universal. The Tyrants of Badab specifically had this quote in mind when commissioning the Raven class Corvette. Seeing as in order to assault an enemy stronghold it is first important to have knowledge of the fleet defending it, the defenses etc. As such a corvette was made that generally had less armor than most corvettes, was much slower (often being towed by heavier ships for long-range travel) and has a minimum amount of weaponry (only two small flak installments to fend of fighters who might discover it and perhaps pirates) but in return it is camouflaged in space and leaves minimal traces of it's existence. 

Pick a number between 1-10:

4

Edited by Roberik
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Starting Systems:
18J, 19J, 20J, 21J, 29J, 30J, 40J, 41J, 51J, 58J

Point Distributions (21 Total):

Loyalty: 4
Influence: 2

Military: 10
Leadership: 5
Infrastructure:
0

Your Stellarch (Their name + Personal backstory): Lord Rankor Raetia, Archon and Stellarch of Raetia

 

Twohundred and fifty years of age, Lord Raetia has lived through many events, no matter no how dire. Staying alive by sheer willpower, the best current medicine can do and a substantial amount of implants and technology, he has been leading Raetia with an iron fist for the past twohundred thirty years. Rankor is his own master and that reflects quite well in his political stance. He never aligned openly with anyone, a wildcard in the senate, always willing to switch sides and shift things in his favour. While he never openly defied the Emperors, often enough Rankor was close to do just that, when policies and commands from the Core were not in his interests. But for Raetia, their biggest weakness is Rankor himself. Father of ten sons and six daughters, with countless grand- and great grandchildren, it is only him, who keeps Raetia from falling into a civil war. Let’s just say, the Diadochs (heirs) of Raetia are not best friends.

Additional Characters?:

This will follow and develop throughout the course of the campaign.

Provincial Culture:
Raetian, leaned strongly towards an alternative universe general European culture, naming conventions are more fantasy-western. Heavy industrial architecture and dystopian appearances dominate the worlds of Raetia. Nature is secondary for them, an albeit they enjoy a green meadow here and there, such luxury is only to be found on the outlying less developed worlds. The capital is a polluted dirt covered planet, where the sun shows up as often as the Emperor himself.
Other than rampant industrialism, a lot does revolve around military, from the toys for boys to the armies of the Stellarchy.


Human Variants?:
Humans (Raetian) dominate Raetia in simple majority. Acclimated to colder environments, they are still very much identical to what Humans originally were.

Unique Military Units (Two):

Raetian Heavy (Heavy Infantry)– Formed by nobody else than Lord Rankor Raetia himself, the Raetian Heavy, is unsurprisingly a Heavy Infantry of one singular purpose. Concentrated massive heavy infantry full auto gauss rifle fire. In his years of reign, Rankor deployed them whenever there was unrest and uprisings, be it alien of Raetian. Whenever, the insanely numerous units of space capable power armor wearing loyal soldiers would march in and shoot everything that even moved a finger against anything the Stellarch said was law. Despite the brutality of their actions and the harsh treatment of the citizens, they became a respected (or feared, who knows) force that the Stellarch was always willing to throw into the frontlines to protect his people (and very much his own interests of course).

 

Siege Tank (Artillery/Tank combination) – To support Raetian Heavy and in general infantry advances, the military commanders of Raetia saw fit to develop a vehicle that is capable of engaging in close range combat as well as providing indirect fire support. The Tremor-Class Siege Tank has become the staple of a preferred method of attack, where first long range shelling by the vehicles allows infantry forces to move into position, to be followed up by an assault of said infantry, directly supported by the Tremor tanks.


Pick a number between 1-10:

3.1415926535 8979323846 2643383279 5028841971 6939937510 5820974944 5923078164 0628620899 8628034825 3421170679

 

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MANDATE OF VENNENDAL

 

Application:

 

Starting Systems:

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11E, 12E, 4E, 5E, 6E, 2F, 1F, 35E, 34E, 3F

 

Point Distributions (21 Total):

Loyalty: 4

Influence: 2

Military: 5

Leadership:

Infrastructure: 10

 

Your Stellarch (Their name + Personal backstory): Lord Gerrit Elfering

 

Lord Gerrit Elfering has served as the Stellarch of Vennendal Province for some six decades, having attained his post through inheritance with the death of his father, the late Lord Tibbit Elfering. Though his early reign proved turbulent, his education within the prestigious academies of the Core proved as crucial foundations for his career in statesmanship. He would quickly tighten his grip upon the province, bringing the disparate worlds under one vision - that of central rule from Voorst - enacting several reforms that gave Voorst favoritism in the province’s affairs, cleaning the slate of each planetary governor’s already arranged deals - ensuring a strong position for his would-be successors.

 

He is a shrewd, though leery ruler, cautious to outsiders - maintaining a closely knit cabinet of unwaveringly loyal advisors, screened relentlessly personally and by every intelligence bureau within the province.

 

Elfering is also a proud member of the Imperial aristocracy, tracing his lineage back to the Exodus. Though those who preceded them had notably sworn allegiance to the Loyalists, he has made no such moves since his coronation, seemingly opting to play his cards for the time being.

 

Additional Characters?: Meh

 

Provincial Culture:

Vennendaler | Dutch

 

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The colonization of Kraggen

 

Neither vastly wealthy nor an overt warzone, Vennendal is an unassuming province located in the Inner Rim. However, that is not to say the province is a backwater. Vennendal is host to several well-developed worlds such as the trade hub of Voorst or the mining world of Kraggen.

Though far from an industrial powerhouse, the region is capable of producing and exporting its own share of goods to the Imperial market - sold to Core-elites with finer tastes and refined palates. Thus, Vennendal naturally maintains close ties to the Core, at the cost of the unabated exploitation of Vennendal’s worlds and resources. However, it is with fortune that the command of the harvesting of Vennendal’s riches falls upon the state, with an ancient charter regarded as the Vennendal Proclamation giving the governor of Vennendal the breath of autonomy and the exclusive right to the sector’s natural resources. The planet is host to a healthy aristocracy, with governing rights over the common man, who in turn thrive off their direction and investment. It is this system of interdependence that has allowed Vennendal to thrive.

 

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Night on the surface of Voorst

 

Despite the province’s neutral outlook and relative lack of Imperial influence, Vennendal is far from idle. Vennendal hopes to establish mutually beneficial treaties with the domains of the other Stellarchs. It is with this exchange of wealth, culture, and knowledge, that Vennendal hopes to rise above the smog and become more than just a backwater province. To bring this about, Vennendal practices rather-high-intensity policing of its hyperlanes, to allow trade and immigration to flow unimpeded throughout its borders, believing the hyperlanes to be natural arteries integral to the success of the province. That being said, entrance into the province is not chokepointed through any particular system, leaving Vennendal particularly vulnerable to attack. Thus, the provincial legislature has demanded the upkeep of a mobile sector defense force, capable of fast reaction and pinpoint incursion. With the rise of piracy and the threat of the Irearchy ever-lurking, it is imperative that Vennendal maintains a healthy naval force - which men and women from all corners of the province strive to become a part of. A rather intensive aptitude test, known as the VVFNAT (Vennendal Void-faring Navy Aptitude Test) requires a remarkably high score to even begin the consideration lottery. As such, the protectors of the province are a small, but elite force of some of the province’s brightest.

 

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Cruiser MVS Jubegga holding position, low atmosphere, on Voorst.

 

Human Variants?:

 

The Inner Rim inhabitants of Vennendal Province are mere humans, with no special mutations nor deformities defining them.

 

Unique Military Units (Two):

 

HNtkUHoN3gPhV8XqOL6imrXJHlBwusAz2K5OW76sXhdrzISFWEMyo-LxulvX_PiS7iy80vG-GpZ6hsAgdU7wi_n99PW07rGUdPxG2BTnrTUM_3HXv54ZQv40FkXGHH-RDvDvPag4

HOORNAAR-CLASS CORVETTE

 

Piracy runs rampant and illicit goods flow unimpeded. The Province of Vennendal was in need of a particular craft capable of outmaneuvering and intercepting piracy and smugglers alike. Thus, the Hoornaar-class Corvette was conceived and quickly adopted by the Vennendal Void-faring Navy. The corvette boasts superb sublight speed, omni-directional thrusters, maneuverability and hull strength that can endure the most imposing of asteroid fields, and advanced weaponry (guided and unguided) and fire control systems allowing it to punch above its weight-class. 

 

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POLTERGEIST-CLASS DESTROYER

 

By all metrics, the Poltergeist-class Destroyer is a marvel of engineering. The Poltergeist possesses a unique ‘phase-shift’ drive that, when spooled up, allows the ship passage through an alternate dimension momentarily. This dimension exists at the same time as ours, though, within a different space and adheres to Euclidean geometry. Thus, the Poltergeist is invulnerable and invisible to sensors and weaponry within our plane of existence – at least, until the intensive energy-consuming process yanks the vessel back into our dimension. However, such technology comes with drawbacks; the Poltergeist cannot re-enter our dimension within the space or mass of any object or vessel, with the exception of insubstantial stellar rocks and debris. In addition, the process is highly taxing, requiring vast amount of energy to be drawn from the reactors to power the phase-shift drive. As well, prolonged exposure to the alternate dimension is known to drive individuals mad.

 

 

Pick a number between 1-10: 6

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Emirate of Qahtan

Starting Systems:

3B, 4B, 5B, 25B, 24B, 23B, 20B, 19B, 15B, 14B (10 total)

Point Distributions (21 Total):

    Loyalty: 5

    Influence: 6

    Military: 0

    Leadership: 0

    Infrastructure: 10

Your Stellarch (Their name + Personal backstory):

Emir Ayaan Qahtan - Born from a long lineage of the modest Stellarchs that have governed over the Qahtan region for centuries, Ayaan is the eldest of two sons and three siblings born to the late Ibraheem Qahtan. He, alike to his father, is a Stellarch that prides himself not on the ambitions of his own doing but rather the effects it may have across the galaxy. Such ways of self-sacrifice and altruistic acts of chivalry run deep in the newly appointed Stellarch’s blood, carrying the typical characteristics of the Qahtan dynasty with him.

Additional Characters?:

Prince Qadir Qahtan - The younger brother of Emir Ayaan, he is what one would call a “bad apple” within the family. Being the second in line to the throne, many of the royalties and priority went to the heir apparent rather than Qadir, creating an ever-growing rivalry between the two brothers. Lessons that were offered to Qadir about the lineage of their people and upstanding values were skipped. Foreseeing that his brother was already favored to take the throne over him; he saw little reason to appreciate those that he would never rule over.

Master of Speech Yaeger Bahar - The eldest on the Emirate’s council, Yaeger represents the truest values of Qahtan having served through the entirety of Emir Ibraheem’s reign before his passing. He now serves as the primary advisor to the current Emir, and with the Qahtan values embedded in his core beliefs, as well as the is the primary representative for the Emirate within the Imperial Senate.

Provincial Culture:

IRL Derivative - Arabian

The ways of the people of Qahtan have evolved through times of strife, prosperity, and most prominently the reliance on others. Initially formed as an agriculturally-focused string of worlds to feed the sprawling First Empire, the Emirate of Qahtan, then known as the Governance of Alsiha, was placed under the governance of a psyker named Adam McConnel, a man who’s bloodline would soon extend for millennia into what is now known as the Qahtan Dynasty. The core values that McConnel upheld within his governance, that being of playing a modest and supporting role in the Empire carried on to modern-day Qahtan that many of the people still abide by.

Those within Qahtan are subdued and prideful people and upstanding in their family’s honors, often publicly disgracing those that would bring shame to their lineage. The Qahtan are never ones for self-interest, dictating actions around their familial ties and self-image rather than the creation of material wealth. Though through time the people have grown more self-interested due to ongoing wars and conflicts and thus the lack of stability in their ways. With growing tensions in the galaxy, they have shifted priority from being the breadbasket of the Empire to a more involved and directly supporting role to make an impact on the galactic scale instead of keeping to the background.

With the creation and rise of the Qahtan Dynasty in the year 9’288 in lieu of then Emperor Rur-vai’s changes to the Empire, the renamed Qahtan Region was heavily developed, industrializing from simple farming worlds into sprawling metropolises from heavy investment from the crown. Such industrialization came with the development of the Qahtan Driveyards, a massive string of drydocks that orbited the capital planet of Qahtan which produced a fleet without contention throughout the conflicts of recent history. However, amid the splitting of the Empire and the War of the 12 Claimants, the great Driveyard was disabled amid a battle in the sector, some scholars even speculating that it was partially scuttled and abandoned following one side's loss of control in the sector and deemed it unacceptable to fall into hostile hands. Only in recent years of The Decline of the empire did anyone, specifically those of the Qahtan Dynasty, attempt to reconstruct the station, starting a long line of attempted and unsuccessful attempts to do so which only ever brought partial functionality to the station. However, amid the ascension of Ayaan, he vowed to reestablish the Qahtan region as a powerhouse of ship manufacturing while upholding the traditional values of supplying the Empire with the much-needed food it requires to function.

Human Variants?:

N/A - Inner rim :chad:

Unique Military Units (Two):

Immortals (Marines) - Elite shock troops that excel in planetary invasions and boarding actions while in space. Usually found patrolling the inner worlds of Qahtan and ensuring the peace is upheld, these volunteers are willing and devoted to put their lives down for the betterment of the Emirate. They commonly deploy utilizing orbital drop pods during planetary assaults and similarly built boarding pods during boarding actions.

Beetle Assault Shuttle - Deployed from carriers (duh), the Beetle makes use of boarding and rapid assault tactics. Armed with ample firepower to clear a landing zone as well as to create holes large enough for personnel entry in vessels, the Beetle takes its namesake from the series of legs utilized to fasten itself to large craft during boarding actions. It’s weaponry also allows it to act as an, although slow, heavy-hitting support vehicle from the sky while within the atmosphere.

Pick a number between 1-10:    

   

Edited by Quackers
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T H E   H O L Y   O R D E R   O F   H Y P E R B O R E I A

 

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Starting Systems:

22A, 23A, 24A, 27A, 28A, 29A, 30A, 31A, 32A, 33A
 

Point Distributions:

Loyalty: 5
Influence: 0

Military: 10
Leadership: 0
Infrastructure: 6

 

Stellarch:

Magister Militant Theodora Komnenos

 

The leader of the Holy Order is a m͠ýster͜i̧oųs͠ ͟fig͏ur̶e͘, w҉̬it҉͙̯͖͇͈̮̮h̫̯ ̛̫̺̼͙̝̗̰l͔̳͖̱̙i͎ṯt̯͇̪̠̗l̠̩̮̗e̢̮͈ i̠̪̣͎̰͇̠ņ̶͕͖̱̙̱̬͍̟͜s̴̙̪̰̦̹͚ì͎̘̯̠̗̬̪g̰̪h̸̡͎͇͚̪̪͖͔ṯ̷̛͝ͅ ͔͍̫͝f͓̞͜͠͞r̶̳̩̲̗̲̠̤̤͡ọ̺m̸̫̼̩̤͚̣̕ͅ è̸̥͕͓͕̝͇̙͑ͤ͗̽̓̐̽͞i͉̼̻̥͈͇̱̿̂͆̆͗͑ͅt͕ͧ̿͐͗̒́ĥ̛̙̯͓̼̍ͨ́̈́̊̃̆͠e̷͙̙̟͖̥̻̦̍̔̇ͨ̏͝͝rͬ̀͑҉̹͙̗̼̮̣̤ ̛̖̬̥̹̦̤̖̐͢t͔̳͇̉͌͌ͯ̋̈͞h̸̠̖̟̉͗̋̐̓̐̃ͨͨȩ̵̸̛̬̻̦̭̼̖̺̖̹͔̬̑̌̐̿ͬͨ͆́ͦ͒͐ͤͣ͒̇̃̔̾̓̆͛̆͆́Ė͉̹̗̲̳̲͉͎͇̖̘͕͍͍ͪ͒ͯ̉ͬ̊̾̀͋̒͒̍͘͘͝m̴̶̡̧̹̮̙̜̖̗̦̘̺͎͚̠̩̙̪̞̯ͬ͂̆ͦ̂̎ͬ̊͂̉ͦ̍̍͛̏́͒̋̔p̧͍̲͉̗̘̝ͫ̍ͬ̄̈́̎͜͞͠i͉̻͍̹̗̱̘̤̭̱̜͇̼͚̟͈̯͍͕ͨ̓ͭ̒̈́ͩ́̚͠͠͝r̛̈́ͥͤ̒̎ͫ̊͂̊͂̈́͐ͩͭͩ̾̋͏҉̴͔̗͔̝͎̪͎̫̦̳͖̳̩͇̫e̢̟̜̫̗̼̳ͤ̅ͬ̌ͥ͌̃̂ͯͦ͌̈͛̍ͩ̽̀͠͡’̴͈̩͈͎̠̺̭̦͔͚̙̠̝̔ͫͦͫͮͩ͟͡s̹͍̟͕͔̓͆̑̒̊̅͆ͮ̅͌͋̊̎̒̒̐̂ͬ͢͞ ̴̛͇̗͎̲̱̟̜̭͙̲̘͍̤̣̤̦̰́̑ͦ̾̃ͨ̐̅̏͂̉̿͐ͨͪ̓́̿͟͠ą̩̩̣̤͉͓͎̃̉̑͋ú͓̹͕͓̦̖̹͔̣̊̉̑̈̐͆̀̉ͬͦ͂̎̚̕͠ͅẗ̡̡̞̞͚͙̉ͪͣ̒̅h̻̦̲͔̯͔ͤ̏ͮ͒͗͛̓̈̚͘ǫ̖̝͈͓̇̊͊͊̾̚͠r̶̡̘̤̦̙͕̥̮̖̺̙̘͔̥͚̺͚̾̐ͪ̅̑ͣ̀ͣ͐͆̅̾̅͋ͯ͒ i̵̴͙̰̩͖͉̠̼̺̱̖͇̱̼̪͓ͥ̈́ͯ̉͗ͦ̂̉̇͂̀ͯ̈́̅͛͌̋̀́͘̕ţ̵̵̴̯̞͎͍̠̭̩̾ͭͯͧ̈́̀̉ͮ͡i̵̴̵̼͍̝̪̣̜͎̞̰̳̤͓ͭ̋̅ͧ͒̂͋̓̏͆̅ͤ̆͂̕͟ͅěͦͪ̋̈̆͏̥͇͙̳͖̤͈͚̭̗̰̠͎̕s̷̈́̑͆͛̐̊̅̀͘҉̸̟̘͙̙̫̦͔̣̠̲̹͈̯̻̪͖̜̫̊̅ͧ̄̃͢͡o̶̘̬̗̫̣̲͓͍̠͕̥̯ͭ͆ͮ͆̉̅ͫ͆ͪ̏ͧ͘̕r̨̙͍̲̘̲̦͇̙̲̙ͨ̃ͧ̇͢ ̆̅͌̌̃ͯͬ̈́ͭ̑ͥ́͒ͦ́̅̏͗ͪ͘҉̴̨͕̣̮͈͍̻͇̞̹̝̭i͓̩̺̰̞̹̤̠͉̺̣̗͂ͩ̈́ͭͬͫ̾̓̔͡͠͝͝n̴͙̬̫̥̼͓͎̗̭̉ͣͥ̋̈͑̍͐ͨ̏͋̊̐ͪ͑͋͡ ̵̢̺͓͍̖͓ͪ̋͛̏͑̍ͩ̏ͨ̊̽ͭ͗͋ͮ̒ͬ̐̕t̉̇̊̈͂̓̓̍ͮ̍̃̊̚͏҉̙̼̗͕͓͇͔̼͕͚̗̰̳ h̴̷͔̹͔̖̥̳͎̗̮̬͖̒̐͗̿̉̈́͆̂̐̓ͪͫͫ́͢ͅe̪̤̣̳͚̣̙͔̖̮̣͓̖̪͚̟̘̳̙̾ͪ̒͒ͬ̈́͂̄̃ͦ̓̂̓͂ͯͦͩ͘͝ ̵̸̙̹̣̗̱̐ͤͯ̎O̼̤̬͎͇̖̽ͣͥͥ͗͛ͭͦ̌̽̕͢-̢̛ͩ͗ͬ̿͐̅ͣ̀͢͏͉̞̙̪̘̳̙̲̜̰̻̱ŗ̛͖̘̙̫̘̙̲̳̥́ͮ̑̉͊̐̇̿̄͛̏̀͟d̶̸̡̢͉̖͖̞̳͔͓͕̹͈̤͚͎̬̯̖̓̊̅͐̎͛̌͆̐̀ -̢̛ͩ͗ͬ̿͐̅ͣ̀͢͏͉̞̙̪̘̳̙̲̜̰̻̱ę̛̽̂̐̽ͫ͛̂́͐́̈̆ͥ̈͂̾̔̆҉̷̪͉̺͙͎͍͙̻͟ r̨̲̝̣̗̱̦͎̪̥̮ͬ͌ͬͯ͆͆͂͆͢ͅ’̵̢̤̥̜̤̉̆̈́̋ͧ̓̉͗͛̋ͮͤͪ̎s͑̿̂̉͌͋̃͆̌͆̓͐̚͏̸̝͖̤̳̘̘̟̱͓͔ ̢̢̞̠̭̗̣͓̻̰̼͈͖͈̙̗̯̪̗̲͒̆͑̑̓̑́̿̂̑͋̏̓ͫ̒r̶̤̺̲͔̣̮͔̣̲̘̮͓̼ͥ̈́̇̋ͥ̽̋̏̑͘͠ͅͅ e̶͙͔̥̹͓͖̼̠ͫ͆͂ͯ̌̾ͩ̿̚͡c͒͊͆ͪ͐̔͛ͩ͋̄̅̚̚͏̶͡҉͔̣̙̳̲̳ ȏ̸̤̖̥̝͙̳͔͇͎̟̭̳͇̰̭̘͈ͫ̔͌̉̋͜ͅr̝̰͙̼̼̬̗̫̈̂ͧ̒͊̂͛̄ͮͯ́͜͠-͙ͧͥ͒́ͯͥͨ͑͠d̝̻̲̳͙̗̟̼͉̻͖͔̹̘̙̠͐ͮ͛̓̃ͧ̈̉́̍̍̚͟ͅs͂ͪ̓͊̑͌̉͑͛̍͊ͨͬ̇̏ͯ͏̖̼͇̙͓͔͖̭͖̣̤̜̬̜̬̦ͅͅ -̢̛ͩ͗ͬ̿͐̅ͣ̀͢͏͉̞̙̪̘̳̙̲̜̰̻̱-͙ͧͥ͒́ͯͥͨ͑͠-̵̝̺͞-͉͙͕̮͉̪-͚̘̻̹-͡------------------

 

 

[DOCUMENT REDACTED BY ORDER OF THE MAGISTER MILITANT.

 

A KNIGHT OF THE GRAND EAGLE HAS BEEN NOTIFIED OF YOUR UNAUTHORISED ACCESS ATTEMPT, AND IS EN ROUTE FOR PSYCHOLOGICAL SCREENING.

 

BLESSED BE THE MAGISTER MILITANT, BLESSED BE THE PURGE.]

 

Provincial History and Culture:

The order’s climb to power began as a mere undercurrent of xenophobia and fear in the Far Rim’s systems, mostly concentrated in those towards the border with the Irearchy. Even before the Empire’s slow decline began, it was not uncommon for such sentiments to be violently expressed. As the Empire’s power over the galaxy and its provinces waned, these fears became decades-long waves of hysteria over the imminent threat of Irik invasion and retribution. At this point, an obscure religious cult began openly preaching for the need to cleanse the galaxy of the alien menace through righteous and holy war on the world of Hyperboreia (Or Ma Waho Akau as it was known in the Imperial tongue). In any other part of the Empire, this would likely have grown into nothing more than a crackpot cult. But in the Far Rim, where hate and fear were high, and Senate authority hardly seen, they found the perfect breeding ground.

 

Over the course of a couple centuries, this cult grew and grew. They organised many of their followers into paramilitary forces, “protecting” local populations from aliens who had lived on the world for far longer than humans had. Their influence on the planet grew, and spread to others in the Far Rim too. The governor of the province at the time raised concerns, but on the list of the Senate’s priorities, an anti-alien cult was not unique and certainly not very high. As more of the populations of the Far Rim’s outermost worlds were swept up by fervent hatred, this cult organised itself into an open organisation, named for the planet it was borne out of – The Holy Order of Hyperboreia.

 

Eventually, planetary administrations were overtaken, and the old governor was “peacefully” deposed through immense pressure from the population, with the threat of their astonishingly organised and disciplined paramilitary forces no doubt in consideration. As the Order assumed governance over the edge of the edge of the Empire, the worlds of the Far Rim were reshaped into something befitting their image for humanity. Of the many aliens that had lived there, most had already left. The few that remained were systematically purged, and the worlds became the new power base of a nascent, hateful military order. 

 

2640824-imperial_cathedral.jpg

Hyperboreia under the Order

 

Society under the Order is tightly regimented, highly militarist, and entirely focused on its eternal, holy duty to cleanse the galaxy of aliens. The church, the state, and the military are the same entity, with officers and generals being the Order’s chaplains and the planets’ bureaucracy (though most will be specialised). The Purge is the first and foremost consideration – all must contribute to its undertaking with total devotion. Anything less is blasphemy, and blasphemers face abhorrent punishments before a summary execution. 

 

To say the Order is totalitarian is somewhat of an understatement. The responsibilities and demands placed upon the Order’s citizenry are high, and few rights are afforded in return. What is afforded is security and protection from both hostile xeno powers and the lawlessness that plagues much of the Rim. With this, and the addition of religious zealotry and constant, ubiquitous propaganda, many who do live under the Order’s jurisdiction will earnestly claim it to be a paradise – the hope for humanity. However, this totalitarian and frankly odd society makes the Order and its people an outcast in the Empire, with little influence even for an outer province. 

 

Despite this pariah status, the Order has been left largely unbothered by Imperial and Senatorial authority. It has been particularly effective at preventing Irik invasions in to the Far Rim, and xenocide was not something they have been willing to invade a militarised and devoutly xenophobic province over. As a result, in their corner of the Empire, the Order has very much become a nation unto itself. 

 

Human Variants:
Despite its isolation, Hyperborea’s population is mostly non-variants, owing to a combination of the Order’s zealotry causing emigration in deviant populations (though the Order and its’ authorities are not particularly anti-deviant, there are elements of the population that are), as well as the colonisation of the Far Rim taking place later than most other outer systems, giving less time for native variants to have emerged. Any non-humans that remain in the Order’s territory are extremely few in number, and deep in hiding. 

 

Unique Military Units:

Purge Knights

 

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The most zealous and skilled of the Order’s soldiery are often awarded entry into the Purge Knights, their official titles being “Knight of the Grand Eagle of Hyperboreia”. Their nickname comes from their role in the cleansing that occurred once the Order came to power, as they were the extinguishers of armed alien resistance and the hunters of the survivors. The Knights’ traditional role has seen them grow in to the elite core of the Order’s armies, and they have been rewarded with the best equipment it can offer. They are clad in power armour shaped into an ancient-looking and rather esoteric design, and armed with Arc Swords. Their faceless helms strike terror into any Xeno unlucky enough to be near one, their utter devotion to their Purge and their efficiency at undertaking it being well-known.

[Heavy Infantry Replacement with increased morale and combat effectiveness against Xeno forces]

 

2nd Unique TBD

 

Pick a number between 1-10:

7

Edited by hellfiazz
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K-Land

Where men go to be forgotten, and born again

 

Point Distribution:

Infrastructure: 6

Loyalty: 5

Military (Navy): 5

Leadership: 5


 

Stellarch:

 

Cowboy sheriff

 

Sheriff Howard “Howdy” Partner, born to Custer Partner & Sally-Beth Dunderdell, his parents were killed by the now infamous ex-outlaw Joe Jim-Bob. After hunting him down and apprehending him, Howard showed great mercy and wisdom, offering the man a position as a loyal follower, deeming that God had already punished the man by condemning his soul to eternal damnation. Surprisingly enough, Joe Jim-Bob become one of his most loyal partners, as he came to greatly respect Howard during their great pursuit through K-Land and beyond. Shortly after, with Joe Jim-Bob at his side, and many exploits and stories to pad his resume, Howard was elected Sheriff of K-Land by all the Mayors of the ten systems, five years ago, after Sheriff Terrence McFerguson was killed in a drunken shootout with his ex-wife, Sue.

 

A man of compassion and intelligence, Howard believes in the freedom of his people, the honor of man and in K-Land and the promises it offers. While not always skilled politically, he cares for his people, each and everyone. Yet, in an Empire ruled by politicians, his political ineptitude may come to punish him in time.


 

Additional Characters: 

Mary-Lou Partner, Wife of Sheriff Howard.

 

Deputy Bob Partner, son of the Sheriff.

 

Deputy Billy Partner, son of the Sheriff.

 

Senator Callum Duffy.

 

Pierre-Alfonse de Saint-Exupéry Teniert, a young man who escaped from his controlling Teniert father in search of adventure in K-Land

 

Joe Jim-Bob Jackson, infamous ex-outlaw and Colonel of the K-Land’s greatest flotilla.

 

Clyde “the Godless” Davidson, commander of the worst bunch of misfits the galaxy has ever seen, and an excellent shot.

 

 

Provincial Culture:

K-Landers, also known as Klandsmen, are extremely proud of their freedom, and their wild, rough lifestyle. They look down on coremen as soft, but consider them almost as squabbling children and fools, who would be lost without them. After all, who would hold the border without the klandsmen? Indeed, free of heart, fiercely independent and rebellious against taxation and direct rule, they nonetheless remain loyal to the nation, and look down upon rebels as savages. They are the spearpoint, the forefront of the Empire, exploring the new frontier and one day, those they protect will follow in their steps, to colonize these new lands.

 

Rough, often violent and very much uncivilized, they love fiercely, fight fiercely and will never give up their freedom. With this rusticism do come some negatives. A stubborn dislike of politics and refined political systems, racism, and many others.

 

AG Drive Desert Planet concept

 

 

Human Variants:

While uncivilized to some, the Klandsmen are not fools. Millenia upon the border, living rough, dangerous and often violent lives have conditioned these folk, until it has become genetically imprinted within them. Through need, they have adapted, becoming faster, with quicker reflexes and higher speed than the average man, making them excellent pilots & fighters.

 

western shootout art - Google Search | West art, Cowboy art, Art

 

Unique Units:

The Devil Class Cruiser: A light cruiser with more armor and weapons than average. They sacrifice the maneuverability of a light cruiser, while keeping their speed. They also sport a warp interdiction lattice, a low hyperspace engine signature to avoid detection, larger cargo holds than usual for raiding and slaving and the ability to either have an EMP pulse, or a tractor beam fitted in the vessel, but not both.

 

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Hellriders: Some of the best fighters in the K-Lands, these men mount extremely powerful hoverbikes that are capable of shifting to space-flight status, though they cannot leave the atmosphere alone. Their machines allow for very fast, very agile redeployment in any terrain and their riders are well armored and extremely good skirmishers and ambushers. Their skill at going into quick, close combat makes them excellent boarding men as well, capable of entering the tight confines of a ship from any angle with breaching tools, and clearing hallways with shotguns, explosives and small-capacity flamethrowers on their wrists.

 

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Number: 5 :based:

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