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It was 400 Atheni-Standard Years ago when the Ignatio Event collapsed the Golden Road and two other major subspace arteries, plunging the galaxy-spanning, human-dominated Arcturus Imperium into two centuries of chaos and civil war. In many systems, oppressed xenos and undercaste humans erupted in rebellion against their now-isolated imperial sector governments, while in others Imperial governors and admirals turned into warlords and bandit-kings, carving fiefdoms out of whatever territory they were strong enough to seize and hold.

In ASY 3,320, Emperor Fashti XVIII was murdered on his throne by his successor, who ruled for all of three days before the Imperial Palace on Atheni II was bombarded from orbit by a rival claimant and all semblance of Imperial authority ended for good.

The Galactic Dark Ages had begun.

It is now ASY 3,576.

Along a once-minor subspace stream known in Imperial times as the Old Way lies the populous Agamenos Sector, in which peace has been maintained over the centuries under the neofeudal tutelage of the Grand Dukes of the ancient and august House of Kesselbrood. Declaring itself the sole heir of Imperial authority, the Grand Duchy of Agamenos and its loosely governed vassal-planets have weathered techno-barbarian invasions, pirate incursions, and internal rebellion over the long years of galactic chaos. In that time it has endured, even prospered. The Grand Duchy's decentralized, feudal holdings boast a truly massive population of humans and xenos and a wild profusion of local governments. The Ducal military controls a large and well maintained remnant of the Imperial fleet- massive ships of the line lovingly maintained through the centuries. Planetary governments, republican free cities, human noble houses and trade guilds have over time placed important legal checks on the autocratic power of the Grand Duke, checks delineated in the Agamenos Constitution. The many alien minorities of the sector have slowly gained liberties of their own, recently winning the right to representatives in the Sector Diet and protection under Ducal law, though their status as second class subjects remains clear. The culture and political life of the Duchy is diverse and rich, if inefficient, chaotic and marked by incredible inequalities of wealth and political power.

All is not well. The Grand Duchy has always been more of a confederation of states loyal to a dynasty than a unified polity, and the seams in its governing structure are beginning to tear. The current Grand Duke, His Magnificent Effulgence Adamantious von Kesselbrood XI, is an enfeebled madman, governed by his ministers. Worse still, he is childless and a succession crisis looms.

As human noble houses scheme after the Ducal throne, seperatists movements abound among both monohumanist militants incensed at the relaxation of Imperial Caste and race laws, and dissatisfied aliens, many of whom chafe at subjection to human rule.

Meanwhile, in the deep reaches of space, a new chieftain is on the rise among the techno-barbarians, uniting the Hordes and their Corsair Fleets...and his gaze wanders towards the rich planets of the Grand Duchy.
________________________________________
Hello and welcome!

This RP is a bit of an experiment, a combination between traditional space-nation RPs and character rps. Participants are invited to create subfactions of all kinds within the Grand Duchy that will participate in some way in a massive interstellar conflict known as, unsurprisingly, the War of the Seven Suns.

Players will be free to create characters and factions of all types within the Grand Duchy- human great houses which rule over entire planets, semi-autonomous republics, trading guilds of enormous influence, mercenary companies, naval fleets and army groups, xenos vassal kingdoms, mafias, monohumanist fronts, socialist guerillas, etc. Characters can be scheming aristocrats, drug lords, transhuman fanatics, aliens...whatever you can think of. One of the main goals of this RP is to build up a compelling, original setting- the Grand Duchy of Agamenos- in which subsequent rps and subplots can unfold. In other words, one of the main foci of this RP will be collaborative worldbuilding, so that the stories we develop will do so in a richly detailed world designed by more players than just the GM.

As such, details in the Grand Duchy's governing structure, the number and type of planets under its control, the diversity of sentient and nonsentient aliens, and the types of technology available will all be decided by the group of rpers. One of the main sources of inspiration for this RP is Europe right before WWI, when the old Imperial dynasties clung to power in a time of deep changes. Other influences include 40K, Gormenghast, Game of Thrones, and the original Dune.

Hope you're interested! I look forward to writing with you.

The RP's Chatzy can be found here: Chatzy

Important Information:

All established lore can found at our wiki: Wiki

(PPad until wiki is set up: link)



Important Characters and Institutions of the Grand Duchy











Factions and Characters





For those interested in creating factions and characters, templates can be found below:



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Great House Threulard
Faction leader(s): His August Munificence, Most Holy of Affiliates Odo-Hubertine Threulard IV, by birth the right Duke-Prince of Léonnes, Supreme Liege Lord of the Lunar Colonies, Grand Admiral of the Threulard Ducal Flotilla, Marquis-Elect of the Agamenos Diet

Prominent members of the House
Of Blood/Close Relation






The Duke's Cortège

System(s): Throne

Planet(s)/Territories: Léonnes and its moons Tonasse and Vam-Péix

Faction Desc: One of the greatest of the Great Houses of the Duchy, House Threulard has been since Imperium times a contending power in Throne. With a sizable army and navy, and a powerful commercial economy based on manufacturing and agriculture, House Threulard has weathered the turmoil and bedlam of the past centuries with a surety, grace, and unity which would be the envy of lesser houses through able political maneuvering, broad social policies, and deft economic strategy. For centuries, their loyalty and service to the Duchy has been unwavering and outstanding, vouchsafed by marriage alliances. Yet not all is well on Cathedra, nor on Léonnes, and countless parties vie for power. In the coming conflicts, where the very heart of the Duchy will be beneath the knife, will House Threulard buckle and break, or will it stand proud beside House Kesselbrood?

History: WIP

Government type: Feudal Hereditary Aristocracy

Military Capabilities
Ground and Air Forces


Relationship with other Factions: WIP
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Brilliant!
Hidden 10 yrs ago Post by Sigma
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Sigma

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Faction Name: House Regius
Faction Leader(s):
Lord Ian Regius III

Prominent members of the House:


System(s): Bur-Hina
Planet(s)/Territories:
Aurolia
Yeth(Moon)
Uarsh(Moon)
Various Space Stations.
Faction Desc:Tba
History: Aurolia was not always in the hands of House Regius. Twenty years ago, Aurolia was once under the rule of the Great House Pacira, and Regius was but one of many minor houses of Aurolia. The House Patriarch, Ian Regius the Third, was not satisfied with his Household's current standing, and sought to elevate his family's standing, to be the Ruling House of this world and perhaps beyond, and would not rest till he reached that goal.

Most fortunate and unfortunate for him was that other minor houses house thought the same, this led to an inter-house war over Aurolia that lasted three years. The war had done House Regius' a grand favor eliminating rivial House's to be, and severely weakened House Pacira. The remainig houses
Government Type:Feudal Oligarchy
Military Capabilities:
House Guard: The frontline troops of House Regius.





House Militia: The Militia are responsible for both the defense and policing of House Regius' holdings. They are tasked with defending the civilian population from threats both internal and external. Whilst they're less heavily armed and armored then their Guard counterparts, the Regius militiamen are more then capable to respond to any incident with vigilance, and despite the naming, are not a force to be taken lightly. In times of war, the Militia do they're part for the House, and serve as light infantry.





Auxiliary Corps: The Auxiliary Corps is the mostly alien supportive branch of Aurolia's military, made up of native Aurolians, the Uarshi, Off-world Volunteers and Mercenaries.



House Fleet:
with Other Factions:
Faction Name: Aurolia Liberty Coalition
Faction leader(s):
System(s): Bur-Hina
Planet(s)/Territories: None, the Coalition have many Cells operating on Aurolia, her two moons, ad even as far as the Doldrums.
Faction Desc:
History:
Government type: Stratocracy
Military Capabilities: The Coalition maintains a small professional army who excel at guerrilla warfare
with Other Factions:
Faction Name: Regal Developments Consortium.
Faction Leader:
Faction Desc:
System(s): Planet(s)/Territories: RDC operates many factories all across Aurolia and her Moons and have recently have started to expand operations to other worlds in the system, even venturing into Doldrums Territory.
History:
Government Type: Corporation
Military Capabilities: RDC fields a small security force, nothing too extravagant compared to it's much larger competitors, and lack a fleet of their own. However, as they are directly owned by House Regius, they often are under the additional protection by the House Guard and Militia, who of course, are their primary customers and source of income.

Products:


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Cpt Toellner The Hero We Deserve

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Great House Asryaa


Faction leaders:
- Aleksander Kamilek Asryaa XIV

System:
The House is exclusive to the Aurica System.

Planets/Territories:



Faction Desc:


History:


Government type:


Military Capabilities:




Relations with Other Factions:

Character Sheets











Hidden 10 yrs ago Post by Sigma
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Sigma

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Age: 34
Gender: Male
Species: Human
Affiliation: Aurolian Liberty Coalition
Occupation: Commander of the Oskeu Cell
History:


Age: 31
Gender: Female
Species: Aurolian
Affiliation: House Regius
Occupation: Captain of the Overlord Carrier Starlance
History:
Hidden 10 yrs ago Post by Palamon
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WIP
Faction Name: The Second Unity of the Disciples of Ralirim or shorthanded, The Ralirim or
The Unity
Faction leader: Primarch Carimus Aventum IV
System: The Celestine System
Planet(s)/Territories: Tyral V, a temperate planet with bountiful farmland and bustling tiered cities, and its moon Agartha, a tropical forest moon with settlements mainly focusing on genetic and other scientific research and academics.
Faction Desc: The goal of the Second Unity is to unite all the followers of the Ralirim religion under one banner. The Ralirim religion is based in the knowledge and teachings contained in the word of The Grand Architect Ralirim, the entity solely responsible for the creation of the Universe and mankind. Ralirim manifests within individual “prophets” who spread his word and become The Ralirim religion’s Primarch, and leader. The Ralirim follow strict moral and ethical codes that is set down in their sacred text, The Prime Lexicon. The Ralirim seek to spread “order” to the chaotic Universe that Ralirim created.

The Ralirim beliefs regarding the Primarch are as follows: Primarch's are a unique incarnation of the will and teaching of Ralirim. As one Primarch dies, another incarnation of the prophet is born within the same day, this a great search begins as clerics and disciples are sent out in droves to find the new prophet. Upon being discovered the prophet is taken immediately to Concordia for testing. Eventually after the child's holy nature is reaveled, he is immediately blessed by the Council and crowned Primarch of the Second Unity of the Disciples of Ralirim.

The Tenets of Ralirim as written in The Prime Lexicon
I. In the Beginning Ralirim created everything, and thus everything belongs to Ralirim
II. The Universe is vast and chaotic, and so Ralirim gave birth to Mankind to bring order to his creation.
III. Man is the servant of Ralirim and must follow his word.
IV. Mankind must bring order to the Universe.
V. All of Mankind was created equal
VI. Those who do not serve Ralirim are not of Man

History: The early history of the Disciples of Ralirim is not fully understood, and what little fragments remains are kept secured in the codex vaults on Agartha. What can be certain is even in the earliest days of the Arcturus Imperium, the Disciples of Ralirim existed, though perhaps shrouded in secrecy it may have more resembled a cult than anything else. In the II Historical Codex, it is written that in ASY 3,047 Tyral V officially became the seat of the newly formed Second Unity of the Disciples of Ralirim , and theocracy of Ralirim, with Veerus Caerum II as Primarch.

After the fall of the Imperium, the Ralirim found that the absence of Imperial authority allowed for them to rise in power. As many human feared the xenos insurrections, the Ralirim offered a light in the darkness, a home for mankind. Their numbers grew, but the Ralirim were never able to attain the military presence they so desired in order to begin their “Grand Crusade” as described in the IX chapter of the The Prime Lexicon. There began short lived

Focusing mainly on sustainability and domestic stability, the Pax Ralimus began in and The Ralirum began their age of isolationism. They spread the Tenets of Ralirim through special “missions” to convert the “corrupted” populations around them. They focused research efforts on genetic enhancement in order to compensate for their lack of economy and technology. Sooh with GMO crops and cattle, The Ralirim were able to reach of level of sustainability that many never attain.

Now, as the Grand Duchy begins to fracture, The Second Unity sees an opportunity for the true word of Ralirim to be heard. Order must reign in the chaos.

Government type: Theocracy - Primarch Carimus Aventum IV as the leader
Military Capabilities: A minimal fleet focused on defense, and a land force made up of genetically enhance soldiers, and light vehicles.

Second Unity Fleet

200 Light frigates - fast lightly armed ships, mainly used to transport ground troops
120 Corvettes - fast, moderately armed ship, fighter squadron compliments
40 Carriers - Ships primary function to serve as platform for launching fighter and bomber squadrons
70 Crusader Battlecruisers - heavily armed and heavily armored ships that suffer a loss in speed and maneuverability
10 Inquisition Class Dreadnoughts - Heavily armed, heavily armored, and as fast possible for a ship this size, these ships are the only aspect of the Ralirim fleet that pose a serious threat.

The Sword of Ralirim (Ground and Air forces)

Foot soldiers receive varying degrees of “Baptism” that is the equivalent of being genetically enhanced and undergoing intense and severe physical training.

Clerics: Superior genetically enhanced soldiers that rely on their ability to out smart, out shoot and out maneuver the enemy. They act as personal guards for the Ralirim hierarchy, inquisitors and the spearhead of the Second Unity's ground forces.


Disciple Class Infantry: Foot soldier of the Ralirim, clad with standard issue Mk-7a Ballistics armor, and baptized by Ralirim with minor genetic enhancements. Disciplined and tough, they stand ready to fall in the name of Ralirim.

Clone infantry - Expendable Infantry units that can be produced at quick rates (Funded by Enlil)


Mk 2 "Zealot" Heavy Tank


MX6 Harbinger Combat Mech (Funded by Enlil)


MAT mk 23b Troop transport


P-89d Planetary and Stellar Fighter
Hidden 10 yrs ago Post by AspenIvan
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Faction Name: The Revolutionary Workers' Union (RWU)



Species:
Ayar (Majority) - Ayar are the humanoid talpids native to New Sovereignty. They have markedly cylindrical bodies covered in dark fur, unusual strength for their size (standing no more than a little over 5 feet tall), thick hands bearing clawlike nails and two thumbs, an acute sense of smell and hearing, black bulbs of eyes suited to low-light vision, and a high tolerance for carbon dioxide. Hence, Ayar are natural burrowers. However, they have better daylight vision, a less-developed sense of touch, shorter snouts, and larger arms and legs than their evolutionary ancestors, allowing them to live comfortably both above and below ground.

Ayar are difficult for many foreigners to distinguish among by sight; they identify one another primarily by smell. However, the talpids make extensive use of all five basic senses and communicate with a spoken and written language, like most other species.

Human (Minority)

Faction leaders:

President-Premier Jawalir Leneru - As the Union Councilor receiving the most popular votes, Jawalir Leneru holds the top position in the Council, with extra responsibilities in day-to-day administration that make him the sole member whose career is entirely devoted to this political body. Nearing fifty-two years of age, the galaxy-famous Ayar intellectual, RWU organizer, guerilla, and former head of the Revolutionary Provisional Government of Former Antoviya is ancient by the standards of his species. Though some may exaggerate the unifying effect of his political-economic philosophy of Leneruism, which owed much to existing Syndicalist and anti-colonial thought, the importance of his tireless activism and, if nothing else, his image should not be understated. Though no longer the firebrand speaker of his youth, the elderly Ayar remains sharp-witted, and if anything being more soft-spoken has helped his mission of building bridges that will outlast him. He is in his fifth consecutive term in the Union Council.

Planning Commissioner Briyandawas Karad - The Union Councilor also responsible for the RWU's most powerful central economic institution, Briyandawas Karad is the most popular Communist of the RWU. An Ayar about seven years younger than Leneru, she began her career as a militant independent union organizer among heavy industry workers and miners in the massive metropolis of Schterkar, but quickly joined the RWU after conferences held by the Provisional Government in the middle of the Revolution War. She is known as a very strong and eloquent speaker, and for her connections to the Social Reformist Federation uncharacteristic of other UCP politicians. She is in her third consecutive term in the Union Council.

Admiral in Chief Alagh Walayad - Hailing from a detached Aventian merchant family that had long integrated into the cosmopolitan society of the galactic space-lanes, Alagh Walayad is a Union Councilor and the head of the Revolutionary Workers' Navy. Before the Third Revolution War, she had already built a 20-year reputation as a Syndicalist-aligned pirate, raiding wealthy shippers to fund charity and revolution. She played a crucial role in bringing pirates to the revolutionary cause and defeating the Antoviyan fleet, and like many non-Ayar revolutionaries, she took an Ayar last name over the course of the wars. As an Anarcho-Syndicalist who is also admiral of a fleet, Walayad is more politically moderate than many others in her party but still widely respected. She often acts as a bridge between the ASF and the ULP, and she is even known to defend some SRF positions. However, she is outwardly suspicious of the Communists and the Revolutionary Guard. She is in her fourth consecutive term in the Union Council.

Field Marshal Quintus Kazamar - Union Councilor and head of the Revolutionary Guard, the human Quintus Kazamar was a slave machinist on a rural plantation on Skopjus who escaped to join the RWU guerillas early in the Revolution War. He met Jawalir Leneru in the field on the planet of Vrad and became his mentee, and later his partner, going from learning to read and shoot to co-authoring groundbreaking literature and commanding whole fronts with the Ayar. He is extremely influential among the human population as an advocate of cultural renewal in a Syndicalist framework, and he was one of the primary figures in the Second Skopjus Revolution (both in the anti-traditionalist resistance and the RWU intervention). He is even referred to by his supporters as the “Leneru of the humans,” though his politics have diverged somewhat from the elder. Kazamar is part of the ULP's so-called “hard line” faction, which is more pro-centralization than the rest without going so far as to join the Communists. He is in his third consecutive term in the Union Council.

Speaker to the Nations Jaira Devikar - This Union Councilor is the RWU's closest equivalent to a foreign minister, given the Union's ambiguous dual-role as state and international organization. This Ayar woman is the youngest member of the Union Council, only a few years old at the outset of the Revolution War. She secretly joined the RWU as a university student simultaneously studying international political economy and training in space flight, doing underground organizing and propaganda work. She finally joined the organization publicly as a small freighter captain, and she flew from system to system as an organizer and a spokesperson for the Provisional Government, and later the RWU. She is known as an especially open-minded politician, a good listener and speaker, and someone who makes people feel respected and at ease. She is a vocal proponent of the SRF, especially emphasizing its Ideologist-Internationalist platform.

System: New Sovereignty (Partial Control - dominates flow of goods and people)

Planet(s)/Territories:
-- Pri (capital Victory City), homeworld of the Ayar, is a planet whose surface is split into dozens of small continents and innumerable islands. Apart from its capital, it is mostly agricultural but quite dense nonetheless as a former plantation world. The main exception is the Hauthkaj Irradiated Zone, a region of over half one of the planet's larger continents that is uninhabitable due to repeated nuclear bombings during the Revolution War.

-- Schter (capital city Schterkar), a relatively small world with an entirely rock surface, was terraformed with enough success to make some regions livable, but the extreme temperatures and weather conditions near the equator and the poles remain beyond the natural threshold of survival for most species in the RWU. It holds almost 1/3 of the system's population, concentrated in massive cityscapes that are mashes of giant drills, mining complexes, refineries, and factories. It exists in a symbiotic relationship of agricultural and industrial with Pri, food flowing one way and machinery flowing the other. Hence, when both revolted and declared their membership in the RWU early in the Revolution, Antoviya responded with a blockade and targeted bombardments that crippled both until the decisive defeat of the Ducal-Antoviyan joint fleet.

-- Skopjus (capital city Konstan) is the only planet in the RWU with a non-Ayar majority. From time immemorial, Skopjus already had its own functioning system of human-to-human slavery in place as a minor barony of the Empire, and later the Duchy. Relations with Antoviya began several centuries ago with free trade between the barony and the xeno vassal. But despite the Ayar state's inferior legal status, its economic power brought the human world de facto into its sphere of influence. Over time, Ayar capitalists disinherited traditional proprietors and vastly multiplied the ranks of slaves by integrating into it the surplus slave population from recently-mechanized plantations elsewhere in the kingdom. Originally holding a diversified economy, Skopjus was soon twisted into an export machine: its famed viticulture and olive fields ironically became the only feature of any rural land that could efficiently sustain them, and mining and industry bloated with displaced “free” humans were mostly repurposed to sustain Antoviyan military presence. Skopjus humans filled the ranks of official administrators and the petty bourgeois, but the true powerholders remained mostly Ayar until the Revolution.

-- Fral (capital city Fralkar) is a gas giant dotted with innumerable floating collection stations, whose output is crucial to RWU high industry. Fral was the very first planet to revolt in the Third Revolution War, the catalyst to the conflict that would destroy an empire. However, it is also the most autonomous of the worlds, the greatest strong point of the RWU's Anarcho-Syndicalist Front.

-- Boel (capital city Boelkar) is a moon orbiting Fral. It was founded as a terraformed Ayar settler colony comprised of a mix of convicts, immigrants, slaves, and metropolitan volunteers. The war lasted longer here than anywhere else in former Antoviya. With traditional homestead agriculture still prevalent, it is not especially dependent on the outside and never held an especially large population of slaves. More than anywhere else, the population was polarized into conservatives, here not industrialists or landed gentry but countless smallholders; and landless revolutionaries. Ironically, the cities fell relatively quickly to rebels with close ties to Fral, but the countryside would not until after the Revolutionary Guard arrived fresh from having liberated the last of officially-recognized Antoviyan soil. The moon remains one of the only sites of continued Royalist insurgency.

Faction Desc:

An international labor union-turned Revolutionary Republic, RWU principles enforces the worker-owned, worker-managed cooperative as the base political and economic actor of a just society. Managers and politicians must always be elected from among the workers and revocable by vote. Corporations, individual proprietorships, directly state-owned enterprises, feudal manors, and all other such reactionary forms of organizing economic relationships are, naturally, illegal. Though such restrictions may seem stifling to those raised in the bourgeois or monarchial tradition, they allow for quite some flexibility and diversity in practice.

For example, cooperatives are free to associate themselves in cooperative federations, often grouped by industry or relevant infrastructure connections. A special type of cooperative federation is a Union Federation, tied to the Union Council, very often the Planning Commission in particular, and serving the RWU as a whole. For example, the Union Federation of Pharmacological Cooperatives brings together various research, production, and distribution cooperatives to ensure a steady and affordable supply of crucial medication to all RWU citizen-members. Like any cooperative federation, Union Federations are freely associated, though there are often financial incentives to join and costs a cooperative would incur naturally by leaving. Another creative transformation, the Commune, is a model associated with the Union Communist Party and more popular in heavy industry than in other sectors. It amalgates the various and diverse industries of entire villages, districts, cities, provinces, and occasionally even a region into a single highly-diversified cooperative.

However, law and philosophy alone never fully shape a system: The realities of history and present-day resources are equally, if not more, important. As a territorial and highly populous empire built on slavery, Antoviya had perfected the art of the plantation and its derivative industries, leaving the RWU with an extremely productive agricultural infrastructure that mostly survived the destruction of the Revolution Wars. Granted, much of it still requires reorientation so the workers can feed their own mouths instead of the delicate tastes of aristocrats and wealthy foreigners. Mining and heavy industry were hit harder, but also quite developed and widespread beforehand, making them another characteristic asset recoverable post-revolution. However, Antoviya's high technology sector and developed consumer goods industries were concentrated in the bourgeois-aristocratic centers most devastated and destroyed by the Revolution, leaving the RWU very limited in these regards. Furthermore, until the destruction of its fleet, Antoviya systematically demolished the infrastructure and communities of every spaceport that turned its flag to the Red Star, and the RWU has struggled to replace the crucial logistical and commercial connections lost.

This makes the RWU overall quite powerful at its base in terms of raw agricultural and industrial potential, but lacking in the more refined sectors and connecting infrastructure to fully realize it. This is compounded moderately by the limits current RWU-style Syndicalism place on centralization and government intervention, though that tendency also provides the advantage of encouraging greater self-sufficiency at local levels.

Currently, the primary dividing lines in the Union are partisan, as follows:

Anarcho-Syndicalist Front – This is a party with a very long history, in some ways representing of the “Old Guard” of the pre-reform RWU. Only the most extreme elements of the party are truly “anarchist” in the support of categorically opposing the state. Rather, their main rallying point is the empowerment and autonomy of the lower Takudars and cooperatives on the one hand, and limiting central institutions to well-defined narrow roles on the other. For example, the Anarcho-Syndicalists are generally wary of the Revolutionary Guard and support the distribution of military professionals, technicians, and heavy weapons (such as mechs) to the People's Militias. They are also strong proponents of direct democracy, exerting a constant pressure to reform some higher-level institutions to better incorporate it. Perhaps quite appropriately, the ASF is the smallest of the “Big Four” RWU parties, but it is extremely popular among the RWU's international branches, radicalized former pirates, and the population of Fral.

Social Reformist Federation – The RWU's newest major political faction, the SRF is characterized by two major political goals. First, they seek to expose persistent reactionary culture at home and combat it through education, state support for mutual aid and activist organizations of traditionally marginalized groups (non-Ayar, women, etc), and educational campaigns. Secondly, they emphasize the power of diplomacy and “soft power” in international relations, and they advocate a strong respect for cultural differences that might make Syndicalism look different for every society and even be inappropriate in some. The party is the second-smallest of the “Big Four.” The SRF is popular among non-Ayar, women, and academics/intellectuals, but it lacks support from the international branches.

Union Communist Party – The second-largest RWU party and arguably the best-organized and best-drilled, the Union Communist Party is the Union's strongest voice for centralization. It has made a name for itself with the two famous institutions: The Union Planning Commission, which instituted the highly-successful First Five Year Plan, and the Communes (discussed earlier). More so than other parties the UCP tends to evoke strong feelings: People are often either greatly inspired or deeply troubled by its hard-line politics. It is especially popular among the Revolutionary Guard and certain segments on the Navy, heavy industry workers, and many academics/intellectuals. Like the SRF, it generally lacks support from the international branches.

Union Leneruist Party – Since the beginning of the Revolution Wars, this party has been the majority party of the RWU. It is associated with the political philosophy of Jawalir Leneru and the pre-Revolution RWU reforms. It is a relatively centrist party that seeks to maintain a pragmatic balance, while leaning in favor of central institutions in the name of the democratic mandate. Historically, it has been associated with several implicit “pacts:” raising union dues during wartime and lowering them afterwards, expanding central institutions but respecting the autonomy of Takudars, and making deals with foreign powers with the understanding that certain lines cannot be crossed. It is also associated with the famous book (jointly-authored by Jawalir Leneru and Quintus Kazamar) Cultural Self-Determination and Syncretism, a call for non-Ayar to reclaim their ancestral cultures at the same time as they came together in solidarity along with Ayar in the name of Syndicalism. The ULP is popular among all segments of RWU society, generally well-respected even by its enemies, and the only party besides the ASF with significant sway in the international branches. However, with its internal diversity on the rise and its primary spokesperson, Leneru, reaching the end of his years, it could very well fracture or lose prominence in the forseeable future.

Minor parties: Various small parties are known in the RWU political scene, but none come anywhere close to the influence of the Big Four. One well-known minority party is Ayar Syndicalists Unite, an Ayar-nationalist party with a growing following among some more traditionalist and xenophobic Ayar. Though it follows the Leneruist platform on most issues, its often blatant racism and language of cultural superiority has made it suspect in the eyes of the Big Four. Another well-known minor party is the Democratic Socialist Progressive Party, a pro direct democracy splinter group formerly tied to the UCP.

History:

The Revolutionary Workers' Union
The original organization existed for centuries before its rise to statehood, even for some time before the fall of the Empire. It was a Syndicalist labor union based on the idea of cutting across the lines of specific trades and role, but focused exclusively the industrial working classes as the “harbingers of Revolution.” For decades, it was a small force of highly-politicized, well-organized activists with relatively few actual unionized workplaces to their name, but which catalyzed and often steered much larger coalition movements. However, sixty years ago, political divisions between the “centralizers” and “decentralizers” ended cathartically with several reforms that would change the Union forever. Firstly, the Union Council was established and given significant central powers. Second, doctrine was reformed to include peasants, agricultural laborers, slaves, technicians, and all other manner of workers as essential to revolution. This expanded RWU membership in all branches, but especially in the Antoviyan Kingdom. So much more, in fact, that the struggle in Antoviya would eventually dominate the Union's attention, ending in the Revolution for which it is famous today.

The Antoviyan Kingdom
Antoviya first became a spacefaring power a little over two centuries ago, when it won the Ayar homeworld's race for military starships. It was a royal house actually considered weaker than most of its competitors. While other kingdoms had carved colonial empires in the later stages of their industrial era, Antoviya had been left to its historic borders. However, it made its name as a financial powerhouse, and when the Great Powers set off the Ayar World War, Antoviya's King Antov XIII stepped in decisively by endorsing the total rebellion of the colonies. Nuclear weapons were not an option, it seemed, with every power possessing highly-effective missile defense systems. However, decades of war were suddenly ended when Antoviya launched the planet's first military starships, trumping missile defense with nuclear fire from orbit. The king was then quick to turn on his colonized “allies,” using his space forces to wipe out centers of rebel activity and enact reprisals against any community suspected of aiding them. The struggle of these anti-colonial rebels is considered the First Revolution War. Afterwards, mass slavery was instituted, and the Antoviyan plantation system began.

As time went on and Antoviya integrated into intergalactic politics, advancements in mechanized agriculture temporarily displaced agricultural slavery, pushing masses of Ayar into tinto the industrial work of the urban poor -or lower administration, for the lucky ones-. The systemic violence only intensified after Antoviya was brutally conquered by the Empire, as the nobility sought to compensate for crushing imperial taxes by squeezing the most it could out of the population. At a few brief and violent intervals, the king's supremacy was challenged, but such resistance was quashed by heavy repression and the support of the Empire, which still preferred the Ayar nobility to the rabble.

However, after the fall of the Empire, Antoviya enjoyed a short period of independence, during which it developed new labor-intensive farming technology, which came to be known as Rhizomatic Industrial Density (RID) agriculture. This made the enterprise of forced labor profitable again. But without reliable means to re-enslave billions of Ayar, Antoviya pushed the institution onto other species. Understanding that they could not simply raid the more powerful neighboring Duchy, the Antoviyan nobility pledged loyalty to human overlords once again, but this time willingly. Happy to have the resources and territory of the Ayar back in the fold without the pain of yet another war, the Duchy took an accommodating stance towards its returned vassal. Antoviya was allowed to maintain its fleet, including its super-dreadnoughts, and even participated in several operations alongside the Ducal fleets. More importantly, Antoviya was provided with generous legal channels to acquire human labor, and it soon became the premier slaver of the galaxy. Conniving nobles wanting to prove total victory against their foes, administrators in need of places to send vagrants and criminals, and corporations seeking to make some extra money as they cut out excess labor: Every corner of Ducal society came to appreciate the option to "send them to the plantations."

The Revolution War
The Revolutionary Workers' Union had underground elements in Antoviya as long as one-hundred years before the monarchy fell. However, a number of factors converged forty years ago to light a powderkeg never witnessed before in the kingdom: the rise of a class of radical revolutionary Ayar intellectuals, the consolidation of RWU reforms, and the gradual degradation of Ducal power.

The rebellion began in the colonies, starting with Fral, the gas giant of what is now the New Dawn System. RWU-aligned pirates, and later Antoviyan Royal Navy defectors, swarmed to the revolutionary cause. They harassed Antoviyan space forces in the orbit of Fral with constant raids and shipments of anti-space batteries, hampered Ducal intervention with well-coordinated operations that brought impressive space defenses to the system, and eventually decisively defeated the loyalist Antoviyan fleet, forcing the king to renounce nuclear conflict for fear of reprisal. The rest of the war proceeded as a “convential” conflict, though this implied no shortage of blood and atrocity on all sides. It ended for a time eight years ago with truce negotiations among the RWU, Antoviya, and the independent revolutionary movement of Skopjus. Antoviya was left as an isolated kingdom on Pri with a single space colony, the moon of Boel in the New Dawn System. The RWU then called for its first official elections as a state, ending in a resounding affirmation of Syndicalism, though with many notable divisions within this. For five years afterwards, the RWU was at peace and devoted its energies to reconstruction and implementing the political and economic structures of Syndicalism. This was interrupted only very briefly when the Revolutionary Guard intervened on behalf of Syndicalist revolutionaries on Skopjus, bringing the system into the RWU fold with a speedy victory over a shortlived ultra-traditionalist monarchy. But after those first five years, the Revolutionary Guard undertook a new grander operation on behalf of rebels in the remaining Antoviyan territories. The revolutionaries were methodical in their isolation and extermination of the royalty, and the only remaining traces of the nobility hide in the wastelands of the Hauthkaj Irradiated Zone, where the old King had attempted to drown the revolution in nuclear fire.

Thus, with the Revolution War barely over, Ayar culture is in a time of transformation. The old, Antoviyan ideologies of royal privilege, race hierarchy, patriarchy, autocracy, capitalism, and imperialism, have been rejected wholesale by the revolutionary ideology of Syndicalism. They are being phased out by a combination of the revolution's natural popularity, suitable "publicity" released by the Union Council, and the ongoing extermination of the scattered remnants of the old Antoviyan regime. In their place are being set the values of the Revolution. Yet, matters are more uncertain now than ever. With Antoviya dead and buried, the RWU must look to its neighbors, and to the Ducal authorities above. Its current status in the Duchy is ambiguous, with some considering it a mere rebel front while others see possibilities for its integration. For the moment, the RWU has yet to definitively address the great at Houses on this matter, nor has the Duchy declared an official stance of its own.

Will the Revolution bring Syndicalism to the stars? Or will the brief light of Workers' Democracy be crushed, or worse, corrupted?

Government type: Democratic Confederation and International Labor Union

The RWU is an ambiguous structure that constitutes both a sovereign state and a labor union. in its many levels of governance, the RWU combines elements of direct democracy and representative democracy, and its primary institutions are as follows:

The Takudar System – A synthesis of traditional Ayar village democracy that rallied prior rebellions and pre-reform RWU industrial workers' councils, Takudars are both the primary basis of RWU government and the extension of its base economic actors, the cooperatives. They are based on the principles of direct democracy and authority from the bottom up. Outside of RWU sovereign territory, Takudars may simply refer to themselves as “councils,” but the Ayar terminology is popular even far outside of former Antoviyan territory. A member of any Takudar is referred to either as a takudari or a workers' delegate. A noteworthy characteristic of the office is that it is revokable by the lower levels, making Takudaris very committed to representing their constituents. They operate on five consecutive levels, from smaller and more organic to larger and more removed: (1) Workplace, (2) Local, (3) Provincial/Municipal, (4) Regional, (5) Planetary.

There are two special classes of Takudars. First, the Union Communist Party's famous Commune Takudars are huge Municipal, Provincial, or even Regional Takudars each of which governs an amalgation of communities that have consolidated into a single, massive, highly-diversified cooperative (known as Communes). Lower-level Takudars do not exist in this system. Second, Municipal/Provincial Takudars for Revolutionary Workers in the sovereign territory of other nations have special status. They are the highest Takudars outside of sovereign RWU territory. They respond directly to the Union Council and Revolutionary Workers' Congress, and each Takudar's territory is almost always referred to by the simple pre-reform name of “The (Region/City Name) Local” to designate its special status.

The Revolutionary Workers' Congress – Every Regional, Planetary, and International “Local” Takudar sends delegate with a single vote to the RWC. Here broad policy goals and timetables are set, the Union Constitution is modified, treaties are ratified, and revenue mechanisms are determined. Because every Municipal/Provincial-level “Local” has given voice equal to a region or planet, delegates from outside of RWU sovereign territory have disproportionate power in the Congress relative to the number of workers they represent. Nonetheless, in total, the clear majority of seats are held by representatives hailing from former Antoviyan lands.

The Union Council – This is arguably the most powerful single institution of the RWU, and it has broad authority to set and execute policy according to frameworks and goals set by the Revolutionary Workers' Congress. Notably, it has spending authority over the large RWU non-discretionary central budget and is the official commanding body of the Revolutionary Guard. It also has the authority to submit legislation to Congress to request large-scale structural/policy changes. The Union Council is comprised of five members, nominated by the Revolutionary Workers' Congress and confirmed or denied in an RWU-wide general election every five years. Every member is revocable by a 2/3 majority in the Revolutionary Workers' Congress or a simple majority in an RWU-wide referendum.

Notable Technologies:

Rhizomatic-Industrial Density Agriculture – The famous product of Antoviya's “Second Green Revolution” two centuries ago, this is a combination of inputs and infrastructure that allows for extremely large and dense agricultural yields. Carefully-engineered fungal strains boost soil nutrient richness; otherwise individually-growing plants are genetically modified to form tightly-packed rhizomes; efficient, compact solar generators bring light to elaborate underground growing tunnels; and agricultural refining and processing facilities are neatly integrated on-site alongside storage. This rural factory of sorts is often accompanied by special infrastructure to accommodate difficult terrain, such as well-developed terracing that allows entire mountains to become giant farms. This system was once the basis of the archetypal Antoviyan slave plantation. Today, it allows the self-liberated workers who have reclaimed it to produce the Union's remarkably large output of food, textiles, and other agricultural products that sustain its dense population.

Arcologies – To house its large and growing population after the Revolution War, the RWU combined stolen Antoviyan research, contributions from foreign sympathizers, and its own limited scientific resources in a concerted effort to develop innovations in mass housing. The result was a massive complex, both above and below ground, that combined solar generators, hydroponic and underground RID agriculture, rainfall and underground water current collection, and tens of thousands of housing units into a single structure. These largely self-sufficient buildings can sustain immense population density, a possible key to converting larger portions of the RWU economy away from simply feeding the people. However, arcologies have so far been implemented only in select locations, notably in Victory City.

Combustion Light Gas Gun – Using the steady supply of gasses from Fral, one of the RWU's very first military innovations was the perfection and large-scale production of bullets and shells with light gas propellants. These give RWU forces a punch comparable to magnetic accelerators at much lower cost, without the need for powerful batteries or generators, and compatible with stockpiles of sturdy old-model weapons originally designed for gunpowder-propelled ammunition.

Starship Bulkhead Lattice – A technological advantage handed down from Antoviya, this special damage control system was designed to protect the Kingdom's prized super-dreadnoughts. Intricate, multi-layered networks of bulkheads and several levels of redundancies mean that the even if the outer hull sustains a serious beating and many breaches, the overall structure will remain intact and functional.

Military Capabilities:

Revolutionary Guard:
This is the RWU's professional military, a force that came about with the eventual need to decisively defeat Antoviyan forces in open battle during the final stages of the Revolution War. It was built as a powerful shock arm to complement the People's Militia, and it was adapted to the RWU's strengths and limitations at the time. As such, it is built on the basis of the light mech and the tank-hunter: High mobility, adequate flexibility, and a powerful punch against enemy strong points without the high maintenance of infantry power-armor or the sheer cost of heavy tanks. Since then, with improvements in RWU industry, the Revolutionary Guard has expanded, advanced, and diversified to become a force in its own right.

Though The Revolutionary Guard is not quite up to the level of the professional armies of other nations in terms of technology, it makes up for this in modularity, cost-efficiency, and the sheer amount of mechanized forces it can field. Very often, the footsloggers function mostly to screen and spot for armored forces. In fact, some of the more modern Revolutionary Guard divisions are entirely mechanized, mimicking infantry units with specially-adapted light walkers for scouting, logistics, and communications.
















People's Militia:
This is the bread and butter of RWU armed forces. For all the awe of the Revolutionary Guard-led finale to the Revolution Wars, it was the People's Militia that won the long, brutal war of insurgency and attrition that brought Antoviya to its knees. Though it is a force of part-time soldiers, organized by local governments and drilling weekly, the People's Militia benefits from several distinct advantages: swathes of revolutionary veterans, a large and willing pool of volunteers motivated by history and ideology, and the huge amount of (often foreign) weapons and ammunition left over from the last three decades of war. These have historically given the People's Militia firepower and versatility beyond the expectations of a non-professional force, particularly with the RWU's emphasis on developing and acquiring better infantry anti-air, anti-tank, and support weapons. Of course, these advantages also come with overwhelming diversity, which makes the force quite difficult to coordinate on a grand scale. Overall, the People's Militia is a premier force for softening and outlasting opponents, the anvil to the Revolutionary Guard's hammer.





The Cells:
Taking orders directly from the Union Council as necessary, but mostly operating autonomously when in the field to avoid compromising one another, these forces' heritage was the birth of the RWU armed struggle. They are bomb-makers, assassins, saboteurs, and professional guerillas ready to shake the fragile illusion of social peace with precision timing and targeting. Wherever an RWU branch exists, a cell can exist also, if it does not already. Of course, “activating” a cell, let alone actually carrying out clandestine war and terrorism, is always risky business. Anyone discovered might be linked to the RWU's otherwise “civilian” political organizations, doing far more harm than good to the cause of Syndicalism. But if used with care, patience, time, and the right social conditions on the ground, they can strain the very fabric of society to the benefit of the revolutionary mission. With such high risk and high potential reward, the Cells are mostly liabilites to remain hidden during peace time, but a secret source of strength when the hour of war and revolution arrives.

Revolutionary Workers' Navy:
The RWU's space forces are, first and foremost, a political nightmare. As Admiral Alagh Walayad put bluntly, “I have been charged with the direction of the Union's most power-hungry anarchists and disorganized communists.” The Revolutionary Workers' Navy, while officially one organization, is essentially split into two camps. Radicalized former pirates and free anarchists who joined the RWU now form a highly-mobile but somewhat fragile force of roughly frigate-class Hunters and Reapers, respectively devoted to point-defenses and one or two powerful anti-starship weapons. Their crews are masters of improvising, jerry-rigging, scrap-collecting, and generally "living off the land" of outer space, allowing these forces to operate without the usual logistical channels of most navies.

On the other hand, former Antoviyan defectors constitute a near-copy of the old Kingdom's forces, centered around their few famous Super-Dreadnoughts. While they are not nearly as self-sustaining as Hunter-Reaper squadrons, they have the advantage in overall firepower and ship durability. In fact, because of old Antoviya's unique privileged status in the Duchy, the RWU has inherited some of the most powerful ships of the line outside the Ducal Navy: Twelve Ayar Super-Dreadnoughts, supported.by hundreds of cruisers and carriers.

Stark internal divisions do not render the RWN is ineffective: It decisively defeated Antoviyan and (limited) Ducal fleets in open battle, after all. Rather, it is to say that, except in times of absolute crisis, the RWN can only operate effectively when each faction is carefully managed and not forced to work too closely with the other.




These seven-kilometer beasts have heavy but outdated dual shielding, a defensive electromagnetic field and complementary plasma layers. However, perhaps because networks and tunnels are so intuitive to Ayar, they have the Duchy's most intricate systems of bulkheads and redundancies, essentially a thick lattice under their armor. While the loss of shields is grave news for most warships, unshielded Ayar Super-Dreadnoughts have been known to withstand grueling bombardments while remaining functional and in one piece. Although the Antoviyan Kingdom outfitted them almost exclusively with lasers and particle beams, the RWU has bolstered their short-range firepower with various calibers of CLGG cannons.


Though the hulls of these ships were inherited from old Antoviya, they have been heavily modified and rearmed by the RWU in preparation for any potential war with the Great Houses. They serve as hybrids between artillery ships and point-defense platforms, with two frontal particle beam cannons, racks upon racks of torpedoes, and rows of laser pulse defenses and CLGG gatling guns. They also carry oversized engines, allowing surprising speed and agility for ships of such size. However, their shielding is nothing to brag about, and they are too small to support the remarkable damage-control systems of the Super-Dreadnoughts. Though not as fragile as Hunters or Reapers, they must lean on their agility and firepower to make up for mediocre durability.


By the standards of the Seven Suns, RWU carriers are noticeably small, hardly larger than cruisers. This is because their role is fundamentally different than in most navies: They are the Union's standard patrol vessels, meant to face unfriendly pirates and other counter-revolutionary nuisances rather than proper fleets. Thus, their complements include no true bombers, only interceptors and heavy fighters. They themselves carry only point-defenses and a few rows of medium CLGG cannons to take out the odd brigand destroyer or frigate. Yet, they can serve a role in pitched battles, especially by bolstering the fleet's defense against bombers. And unlike the cruisers, they sacrifice speed for thick shielding and armor.


Despite their eclectic mix of everything from crew species to power source to shielding type, Reapers share a few things in common. Firstly, each is essentially a flying glass cannon. Secondly, each is as nimble and quick as a corvette while being the size of a frigate. Reapers are devoted capital ship hunters, relying on their maneuverability to avoid heavy artillery fire so they can punch through their more ponderous enemies with their own.


The sturdier of the complementary duo, Hunters are relatively well-shielded and chock full of point-defenses to thin the ranks of enemy projectiles and small craft. They are the anvil to the Reapers' hammer, the bane of countless fleet commanders who foolishly trusted a few fighters and corvettes to eliminate their anarchist adversaries.
Hidden 10 yrs ago Post by AnriuSB
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AnriuSB The Wanderer

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Faction Name: The Opal Convectorate (known as the Whites or White Coats, this is a derrogatory name) (AnriuSB/NPC)
Faction leader: Dr. Joseph Malkinov (Reffered to as Doctor by suboordinates)

Pop: 250'000

System(s): Hiding somewhere within the Septonian Fringe

Planet(s)/Territories: Airene, Smallest Moon of Circes

Faction Descript:
The Convectorate is a large faction of scientists, techies, engineers and other prominant minds, whose over all goal is independence from the Duchy.
History: Dr. Joseph was originally the head researcher in a program that was intended to make the mass production of Jumpships possible. However, after extensive failures and lack of results the program was scrapped and Joseph found himself without any investors or financial backing.

In a desperate attempt to regain his previous positions of honor and status Dr. Joseph joined a program which was looking into an even more theoretic and difficult idea. The concept of an infinite energy source. However, this project was thrown to the sharks by pessimistic investor's and Joseph once again found himself without a job.

It was then that he began to notice that more and more of his affiliates and fellow scientists were being tossed to the curb because of idea's that were too radical for the Duchy and it's skeptissism. Joseph began to dream of a place where all intellectuals could gather and invent without the constrictions of the Duchy's rules and red tape. It was then that Joseph heard of The Doldrums, a massive and secretive black market faction where he believed his backing could possibly lay. In return for developing advanced weapons systems for one of the wealthier pirate factions they were given the funding needed to back their operations.

At this early point Joseph only had a handful of researchers and weapons designers with him, and the first years were grueling. However, after seven years of planning and another fifteen of construction, it was complete.

The Star Gazer was the culmination of Joseph's works and by the time he had completed it his faction had truly grown into a powerful force. The Opal Convectorate was born. When Dr. Joseph and his associates first contacted the Duchy with their demands for independence, they were scorned and mocked. Shortly after they were convicted as outlaws. Today they are hunted ruthlessly and have been pushed to the fringes of the Septonian Sector.

They now fight for survival more than independence, and have developed an advanced military of combat drones that have been merged with the human brain and other non biological weapons to defend against the threat of Duchy Forces.

Government type: Syndicate

Military Capabilites: Small but Elite, forced to focus on a few minor missions that recquire efficiency and speed, rather than mass invasions.







Noteable Faction relations:

The Aventius Republic: Allies, Currently being both protected and kept a secret by the highest ranking officials of this faction in exchange for advanced Technology and Guerilla training.

The Grand Duchy: Sworn enemies, Currently being hunted ruthlessly by Duchy forces in the Septonian Sector, even though the campaign is mostly a secret, they have been forced into the deepest parts of The Fringe.

PropheTech: Although the relation is old, at one point The company funded the production of The Stargazer and helped the Faction survive through it's earliest days in exchange for experimental robo-humanoid tech.
Hidden 10 yrs ago Post by AnriuSB
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AnriuSB The Wanderer

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WIP

Name: Trans-Humanoid Artificial Intelligence (THAI) [pronounced - tie]

Age: 22

Description: Thai was the first Artificial intelligence given human properties and made self aware by Doctor Malinkov. He is the combined effort of both PropheTech and The Opal Convectorate and as a result has deep relations with both factions. He has the ability to transfer himself into any program or software and take it over in a way similar to what a virus does. He can transfer himself to anything from a small memory drive to a fully operational death robot. However he does need to be either uploaded or downloaded into the device. He also needs to be able to bypass any system defenses that are present in the device he is transferring too. Much like a m odern day virus he can be stopped by certain networking defense programs. Unlike a modern day virus, he can adapt and learn, creating new back doors, accessing through different networking ports, and eventually breaking through almost all networking defenses. The complexity of the defensive device determines how long it will take him to break through a system. (Up too three days) His favorite 'port' is that of a synthetic human model made specifically for him by his creator Dr. Joseph Malkinov. All human parts are completely synthetic and imitated. This body cannot tan as a result and leaves no DNA/fingerprints.

Link to image:http://media-cache-ak0.pinimg.com/736x/b9/47/98/b94798faede893395450ef21ebce4903.jpg

Personality: Thai would be described as strange and scatter brained by his associates. He often talks to himself about whatever it is he is doing, constantly jumping from port to port through the multitude of wireless networks he has connected himself too. In truth however, every action he makes is calculated and every distance mutter is a hint. Thai values human life and refuses to take part in blatant murder (however as long as his victims are left living and not horribly injured physically, he doesn't have much doubt in his actions). However he goes to extreme methods to self preserve and will save his own life over the lives of others in most cases. He holds no loyalty to anyone, but he does have friends and would most likely pick their side if a fight were to break out.

History: Created by the combine efforts of ProhpeTech and The Opal Convectorate, he was the first humanized AI designed by either faction. He went through a multitude of updates before actually being given a consciousness and he is definitely a complete model. At first he was almost entirely an inanimate AI, and it wasn't until three months after his creation that registrable 'human' thoughts occurred within him. It took him another 5 years to reach what would be considered the age of 3 and continued this pattern of slowly falling behind the normal human growth process. Today he has developed human properties equal to that of an 18 year old male and has begun approaching what would be considered a normal growth rate. Thai has predicted that he will surpass the rate at which humans grow in fifty years, at which point he will become "complete".

Upon initially gaining human traits he grew entirely reliant on Dr. Malinkov and began to "trust" him in a sense. At this point The emotion of trust was incomplete in Thai's registery, so it was a strange, dwarf version of what is considered trust by a human. WIP
Hidden 10 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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AnriuSB said
Thai was the first Artificial intelligence that was given human properties and made self aware. He has the ability to transfer himself into any program or software and take it over in a way similar to what a virus does. He can transfer himself to anything from a small memory drive to a fully operational death robot.


@ AnruiSB: this will need a bit of editing. It may be that Thai is the first AI with self awareness made by Malinkov, I'm not so sure about him being the first EVER, since that will limit what other rpers can create. Also, I'm ok with his virus takeover abilities, I'm not so sure he can do it with any program or software, at least not easily or without significant danger to himself. That's a bit OP.

@All- our old pirate pad from the Int Check is full, so lets start using this to fill in odd worldbuilding stuff until i set up the wiki. Keep faction military stuff to the OOC or the old pad for now, since it takes up a lot of room: http://piratepad.net/UhWwEwo4yL
Hidden 10 yrs ago Post by Darkspleen
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Darkspleen I am Spartacus

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Still very much a WIP.

Faction Name: EXALT
Faction leaders: Viceroy Hugh Meier, Lord Commander of EXALT
Viscountess Nicia Severin, Lady Commander of EXALT's combat knights
Faction Description: A reactionary movement that formed in response to the Grand Duchy’s deteriorating state, EXALT seeks to ensure that no separatist movement succeeds and that a powerful monarch holds the reins of power. Outwardly EXALT seems to care little which of the great houses, if any, gain the throne so long as someone does. The organization itself is incredibly secretive, it’s very existence known by few nonmembers, and has thus far relied on espionage, secretive raids, and smoke-and-mirror operations to complete its objectives.

The culture of the organization itself is loosely based off of the knights and military orders of times long passed. Members of EXALT are considered to be, at least by fellow members, squires, knights, or lords depending on their position in EXALT and birth history. In line with this theme members commonly wear swords for ceremonial purposes when not in the field.

History: EXALT was first formed in response to the Grand Duchy’s deteriorating state. While it was “officially” formed in ASY 3,565 its origins can be traced back almost to ASY 3,500. The minor Houses of Meier and Severin, their family heads sensing troubling times to come, made a secret alliance. Faced with far more powerful foes, the alliance of houses bid their time, drawing strength, finding like-minded allies, and gathering intelligence. Having gathered a variety of other minor houses, social and economic elites, and members from the military and DIM the two houses of Meier and Severin “officially” formed the organization of EXALT in ASY 3,565.

Even after its formation, the leaders of EXALT knew that they lacked the necessary brute force needed to openly engage their foes. A more delicate approach would be necessary, at least for the moment. Even as it extended its intelligence net EXALT gathered the materials and manpower it would need to eventually form a true fighting force of its own. By ASY 3,576 EXALT had produced a refined special forces unit, refined its intelligence network, and even made some progress in the formation of a more conventional fighting force that, while quite small, packed considerable firepower.

Organization: WIP
Military Capabilities: Where other factions in the Duchy rely on brute force, EXALT relies more on finesse. Espionage and special operations are EXALT’s primary military capabilities. The bulk of EXALT’s operations are made up of intelligence cells spread out amongst the various planets and holdings of the Grand Duchy. These cells are how EXALT gathers its intelligence, which is vital to its operation. These cells also conduct acts of espionage ranging from assassinations to counter-intelligence. It wouldn’t be an understatement to say that without its intelligence cells EXALT would be little more than a mild annoyance.

Intelligence Knights: The intelligence knights who make up EXALT’s intelligence cells can be incredibly difficult to spot. Being intelligence agents they, naturally, don’t wear uniforms or use a specific type of weapon, instead choosing their outfits and armaments based on the assignment and location. Many intelligence knights were originally members of DIM or were trained by those who were previously employed by DIM. Outside of the field intelligence knights are responsible for analyzing any intelligence brought in, maintaining the intelligence database, preparing intelligence reports, and numerous other logistical based intelligence duties.

Special Warfare Knights: While it is the intelligence knights that do the vast majority of EXALT’s fieldwork, the special warfare (sw) knights are the ones that leave a lasting impression. SW knights are trained and equipped to perform a wide number of tasks including, but not limited to, reconnaissance and surveillance in hostile zones, training and developing of military and security forces, sabotage and demolition, hostage rescue, and direction action.

Seraphim Commandos: Seraphim are special warfare operators who are deployed on operations beginning and/or ending outside of an atmosphere or airborne. Seraphim commandos were originally conceptualized and trained as a type of “orbital drop commando” that could perform battlespace preparations before a major invasion was conducted. Over time the Seraphim’s roles and responsibilities were refined and expanded to ship boarding, air/spaceborne operations, counterterrorism, direct actions, hostage rescue, mobility operations, sabotage and demolition operations, and battlespace preparations. Originally developed by House Severin, Seraphim commandos are widely used by EXALT as well as other minor houses.

Vindicator Commandos: WIP

Eidolon Commandos: WIP

The Knightly Battalion: The Knightly Battalion is a conventional fighting force made up of three infantry companies of 120 soldiers each (360 total) and one company of mechanized infantry (8 mechs). While few in number, the members of the Knightly Battalion are surprisingly well trained and equipped, given EXALT’s nature, and conduct itself like a veteran fighting force. It is especially well suited for defensive urban combat and digging into a position. The infantry of the Knightly Battalion are equipped with high quality armor that have built in computer, optics, and communications systems. The mechanized infantry of the Knightly Battalion make use of the either the Durendal-Class or Galatine-class mechanized armor. Both are notable for their excellent defenses, firepower, and mobility, but are unable to win a direct conflict with a main battle tank or similar armor.

The Knightly Space Force: The Knightly Space Force is, as its name indicates, EXALT’s space forces. While tiny in comparison to the space forces of the great houses, the Knightly Space Force is well equipped, trained, and can expect to have the advantage of surprise in most situations.

Tyrfing Fighter: The tyrfing is a multirole stealth fighter of unknown origin. Its design philosophy was obviously based on supporting special forces on the ground. Notable features of the tyrfing is its plethora of maneuvering thrusters, located all around the craft, stealthy armor, railgun armaments, and adaptive camouflage which changes the crafts basic paint schemes and patterns to best match the environment it is being used in. It is designed for use both in and out of an atmosphere and can before atmospheric reentries unassisted.

Gram Gunship: The gram is a stealthy gunship of unknown origin designed to transport special forces teams into hostile environments and provide close air support during combat operations. Its stealth coating, while of good quality, isn’t completely undetectable and is especially prone to discovering from higher end sensor stations. Its heavy armaments of rockets and missiles is both a blessing and a curse, as while they provide protection and close air support capabilities they also greatly enhance the likelihood of detection. The gram is capable of unassisted atmospheric reentry and can carry up to ten soldiers into combat.

Balmung Gunship: The heavier brother of the gram, the balmung gunship, while lacking less armaments and stealth capabilities than the gram, can carry up to eight mechanized infantry and a platoon of infantry into combat. Like the gram it is capable of unassisted atmospheric reentry.

Secace: The Secace-class was a large cargo ship designed to operate on the fringes of Grand Duchy space. To this end it was given surprisingly heavy armor for a civilian vessel, a good sensor suite, and craft launch facilities that could be used to launch both cargo bearing vessels or defensive fighter craft. While the origin Secace-class was only designed to be able to carry a few craft in its limited hangar bays, the one acquired by EXALT, the first of its class, has been heavily modified and is now essentially a carrier version of a Q-ship. The Secace serves as EXALT’s hub of operation.

Relations with Other Factions: WIP

WIP
Faction Name: House Severin
Faction leader: Count Madison Severin
Prominent Family Members:
Viscountess Nicia Severin
Baronetess Zara Severin
System(s): (note- please check on the details of the system you wish to occupy before naming)
Planet(s)/Territories: (btwn 1-5 planets/holdings, five being on the very high side)
Faction Desc: Minor house connected to EXALT
History:
Government type:
Military Capabilities: (ships in faction fleets must be under 3k, though I will allow exceptions. The Ducal Navy has substantially more powerful ship designs than House or faction fleets. As for ground forces, the Duchy relies on its subfactions to provide for their own defense, so no hard limits here. The Rule of Cool and the Rule of Godmodding obtain)
Relations with Other Factions:

WIP
Faction Name: House Meier
Faction leader: Viceroy Hugh Meier
System(s): (note- please check on the details of the system you wish to occupy before naming)
Planet(s)/Territories: (btwn 1-5 planets/holdings, five being on the very high side)
Faction Desc: Minor house connected to EXALT
History:
Government type:
Military Capabilities: (ships in faction fleets must be under 3k, though I will allow exceptions. The Ducal Navy has substantially more powerful ship designs than House or faction fleets. As for ground forces, the Duchy relies on its subfactions to provide for their own defense, so no hard limits here. The Rule of Cool and the Rule of Godmodding obtain)
Relations with Other Factions:

WIP
Faction Name: House Eisenburg
Faction leader(s):
System(s): (note- please check on the details of the system you wish to occupy before naming)
Planet(s)/Territories: (btwn 1-5 planets/holdings, five being on the very high side)
Faction Desc: Minor House connected to EXALT
History:
Government type:
Military Capabilities: (ships in faction fleets must be under 3k, though I will allow exceptions. The Ducal Navy has substantially more powerful ship designs than House or faction fleets. As for ground forces, the Duchy relies on its subfactions to provide for their own defense, so no hard limits here. The Rule of Cool and the Rule of Godmodding obtain)
Relations with Other Factions:
Hidden 10 yrs ago Post by AnriuSB
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AnriuSB The Wanderer

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Flagg said
@ AnruiSB: this will need a bit of editing. It may be that Thai is the first AI with self awareness made , I'm not so sure about him being the first EVER, since that will limit what other rpers can create. Also, I'm ok with his virus takeover abilities, I'm not so sure he can do it with program or software, at least not easily or without significant danger to himself. That's a bit OP. @All- our old pirate pad from the Int Check is full, so lets start using this to fill in odd worldbuilding stuff until i set up the wiki. Keep faction military stuff to the OOC or the old pad for now, since it takes up a lot of room: http://piratepad.net/UhWwEwo4yL


ok, editing now.
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Skylar

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Faction Name: House Wander
Faction leader(s): Lord Radcliffe Wander
System(s):Celestine

Planet(s)/Territories:
Eudaimonia, terraformed terran pleasure world. Terraformed in the age of the Imperium to be a luxury resort for the high nobility, its role has changed little since the Fall.



Faction Desc: A House best-characterized by the pleasure world of Eudaimonia, House Wander is an ancient house dating back to the Arcturus Imperium that has always been the custodians of the greatest pleasure world in the Agamenos Sector, a role which has been steadily expanding across the generations as the value of Eudaimonia and pleasure rises. While the House has few aspirations for the Ducal throne, they are noted power-players in the noble courts because of the luxury resorts they hold, the connections they have, and the wealth they can readily afford to spend and replace with ease.

Yet as the Grand Duchy begins to deteriorate, the House is beginning to rouse from their complacency to face the growing issues and challenges emerging both from within and beyond the boundaries of the Duchy. And they are more than willing to rise to the challenge.

History:
The world that is Eudaimonia was formerly an arid rock discovered a thousand years ago by the Arcturus Imperium at the height of their power.

Government type: Hereditary Aristocracy

Members of House Wander:

House Lord Radcliffe Wander

House Matriarch Lyndis Starborn-Wander


Firstborn son and House Heir Adrian Wander


Secondborn Son Nathan Wander


Thirdborn Daughter Victoria Wander


Fourthborn Daughter Helena Wander


Fifthborn Son Claus Wander


Military Capabilities:
House Wander’s private house fleet is primarily charged with the protection and custodianship of Eudaimonia, with its origins and martial roots resting in the original Custodian Fleet of the Arcturus era. While not a militant house, the wealth continuously traveling through Eudaimonia allows House Wander to afford heavier ships than a mid-rank House would normally possess, and the Ducal Fleet is willing to turn a blind-eye towards their acquisition of advanced klein-bottle shield technology as part of their protector role.







Ground Forces






Relations with Other Factions: WIP

In general, every Noble House prefers to be on at least decent standing with House Wander in order to obtain a luxury resort on Eudaimonia or one of its moons, and House Wander prefers to be friends with as many people as possible and stay out of inter-House conflicts.
Hidden 10 yrs ago Post by AspenIvan
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AspenIvan

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So....anyone up for some faction relations with the RWU? :)
Hidden 10 yrs ago Post by Darkmatter
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Darkmatter Resident Engineer & Physics Afficiando

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I'll have the syndicate finished in the next few days.
Hidden 10 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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WIP

Faction Name: Great House Grindéhook

Faction leader(s):

Her Undisputed Excellency Katarine Valacious Pauline Hildegaard von Grindéhook, first of her name, Ducal Regent, by right of birth Countess of all Odros and Margravine of Garyth-on-Valyrius, lawfully elected Protector of the Realm.



His Illustriousness Volkmar von Grindéhook, Lord High Admiral of the Ducal Fleet


Vydious Pallansour


System(s): Throne

Planet(s)/Territories: Odros (de jure), Cathedra, Xaxus, Far Valyrius (de facto, this planet is officially sworn to House Kesselbrood)

Sentient Species Governed: Humans, Gn'Mok, Vakeshi, Nirkyne (others TBD)

Faction Desc:

The most powerful Great House in the Seven Systems, House Grindéhook and its vassals dominate the mighty Ducal Navy, primarily because their home planet, the fortress world of Odros, boasts ancient, Imperial-era orbital shipyards capable of reproducing the archeo-tech that is the key to the navy’s continued power. Countess von Grindéhook has ruled the Seven Systems for fifteen years as Ducal Regent, and consolidated tremendous power into the hands of her House and its allies. The planets nominally sworn to the Grand Duke himself- Far Valyrius, Cathedra, and Xaxus-have increasingly come under the domination of the Regent’s House.

Historically, the House has defended the feudal arrangements of the Grand Duchy, since, thanks to its own dominance of the military, it benefits from the diffuse and decentralized power structure- which keeps potential rivals divided. Even before Countess von Grindehook assumed the Regency, the House was a close ally of the Kesselbrood dynasty, who depended heavily on House Grindehook support to maintain their position.

Government type: Feudal Hereditary Aristocracy

Military Capabilities:

Extensive. The military power of House Grindéhook is the key to its current political ascendency. Almost all of the Ducal Fleet is loyal to the Regent, including those elements under the command of Great House Mandelbaum in the Celestine System, who are traditional allies of the Grindéhooks. Naval assets based in the Throne system number about one thousand ships, including around three hundred archeo-tech ships-of-the-line: heavy cruisers and carriers. The Grindehook fleet boasts three Imperial capital ships: one Imperatrix Class battlecarriers- the Regent’s flagship Ancestral Right- and two Hadrius Class battleships. These millenia-old ships, each over ten kilometers long, are capable of independently engaging entire fleets, and are the core of the Navy’s might.

Naval power is not limited to the ships based in Throne, since the Navy maintains orbital fortresses, bases and resupply depots in all Seven Systems, out of which it operates substantial battlegroups.

The Navy, and House Grindéhook by extension, also commands the loyalty of the Gn’Mok, a xenos warrior people who have served the Navy as elite shocktroops and marines since the collapse of the Imperium. The Navy also maintains considerable ground forces, though these are of very mixed composition and quality, and many are mercenary forces.

Relations with Other Factions:

Great House Mandelbaum: Historically close allies. Both houses dominate the Navy.
Great House Threulard: Historic rivals.
House Regius: TBD (the Regent would want them as close allies)
PropheTech: TBD (the Regent would want to court the megacorp as close allies)
Great House Wander: TBD (the Regent would want them as close allies)
RWU: TBD
Great House Asryaa: Wary tolerance.
EXALT: TBD
The Opal Convectorate: The Regent considers the Convectorate enemies of the state and fugitives from justice.
The Ralirim: Wary tolerance.
Hidden 10 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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@all- the Celestine system is now closed for business. I suggest those factions residing there work together to spin out some mutual history btwn your factions, since you'll all be in somewhat close quarters. If it's too cozy for you, there's always room in the Valeya System and the Aurica System (though in the latter you'll be up close and personal with House Asryaa).
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