It isn't quite finished but hopefully this gives you an idea of what I'm going for [hider=Work in Progress] [centre][h1]The Sinnsyk Star Network[/h1] [img]https://cdn.discordapp.com/attachments/400350117485608964/724734553234866207/Junker_Flag_Reversed.png[/img] [b]Imperial/Non Imperial:[/b] The Star Network profits from chaos, and will side with whatever side will keep the chaos going. [b]Ideology/Political System:[/b] The Star Network is a criminal regime, set up by warlords from beyond the reach of Imperial law. [b]Population Demographics:[/b] Estimated 65,000,000,000 [b]Technological level/Unique technologies:[/b] [b]Currently controlled important planets:[/b] Sinnsyk - 9 billion - The Network's founding planet, Sinnsyk occupies the same niche in its solar system as Earth does ours. Fertile soil, warm temperatures and a naturally breathable atmosphere made this a prime piece of real estate. Originally, Sinnsyk was colonised by a company looking for somewhere to hide all its dirty money, as colonising a planet was the perfect money-laundering scheme. When the company was caught, its assets were seized. The colony was sold off to another company, but the people there declared their independence, and have been fighting against the Empire ever since. Luo - 20 billion - _TBC Akadia - 11 billion - Once upon a time, Akadia was a refuge for fleeing refugees escaping purges and pogroms. Fear of reprisal created a suspicious, paranoid culture that slowly warped the planet from a peaceful sanctuary to an authoritarian police state. Their membership in the Network came about due to a mutual hatred of the empire, and they remain the source of its most ardent fighters. Kide - 3 billion - Kide is still young. Its surface has not fully solidified, the atmosphere is full of toxic gas and it hosts only simple single-celled organisms that have just begun the process of photosynthesis, so its entire population lives on space stations orbiting the planet. These features would normally disqualify a planet from positions of importance, but Kide is rich in ores, minerals and crystals, and the money it brings in to the Network more than makes up for its tiny population Meri - 7 billion - Meri was passed up by colonisers for being too far away from other, more central planets. It has a breathable atmosphere, is warm enough to support human life and has a thriving ecosystem. However, Meri is also 90% surface water, which made it prohibitively expensive for a corporation considering how distant it was to other civilised worlds. The Network, of course, didn't have this problem, and occupies the great cities that float on this planet's vast oceans. Vantage - 9 billion - Vantage is a rogue planet. Rather than orbit around a star, it floats off on its own in the cold darkness of space. Lacking a star for heat, it stays occupied through a series of domed cities that generate and trap heat and oxygen. Hel - 6 billion - An ironically named little planet, Hel is an iceball sitting just outside the Goldilocks Zone of its solar system. A mega-corporation tried to colonise it once, but when they realised they weren't going to turn a profit on it, they abandoned the people there to freeze. They still haven't forgiven their betrayal. [b]Military Strength:[/b] Estimated 325,000,000 [b]Military roster:[/b] [hider=Expanded details] Territorial Claims: (Awaiting Map) Species: The Network was founded by, and mostly consists of, regular human beings. Population: 65,000,000,000 non-members are under direct Network control. An estimated 325,000,000 members. Culture: What can be said about the Sinnsyk Star Network? It is a spectre, a ghost that haunts government officials the way the boogeyman haunts misbehaving children. Most have heard it's name, but few can say they have ever come in contact with the organisation directly. The Network certainly seems active. It's practically a cliche that every time there's a terrorist attack or a violent insurrection for someone to blame it on Network meddling, to the point that plenty of people don't even believe the Network exists. In the eyes of a the public, "the attackers were connected to the Sinnsyk Star Network" is just shorthand for "we don't know who caused this and we refuse to acknowledge our own failings". The Network, of course, does exist. To prove they exists, you don't need any high-profile leaders giving their confessions, nor do you need to see ships emblazoned with their sigil handing out weapons to rebels. You just need to go into the poorest regions, and you'll see the scars of their influence. Pallid, sickly addicts with bags under their eyes living in bullet-hole ridden slums in areas dominated by gang violence; that is their doing. The Network thrives on unrest and chaos, and will go to great lengths to keep the uncertainty going in order to suck the money out of the poor suckers they affect. To this end, they will partner up with anyone who gives the legitimate government the side-eyes. They'll back fascists on Venus and communists on Mars, sell bombs to anarchists and guns to monarchists. Chaos is their best friend, and stability their worst enemy. Nothing will drain their influence like a stable government with few enemies; thankfully for them, those seem to be few and far between. There is one more thing, something that puts the Network head and shoulders above any of its competitors; the Network is extremely proud and well-organised. A local meth-head's product is rife with impurities and a regional arms-dealer is flakey and unreliable, but the Network's stuff is of the highest quality and arrives exactly when it is expected to. Their reputation for quality is doubtlessly what has allowed them to get ahead of their rivals, but has come with the hefty premium that you would expect from a high quality product. Today, the Network remains one of the biggest threats to Galactic stability out there, and it's pacification will be necessary before the galaxy knows peace. Whether it can be befriended permanently remains to be seen, but if it can't, any future conqueror will have to dismantle it. Government: Information on the leadership of the Network is scarce. The exact chain-of-command is unknown to those outside the Network, and what information is available is sketchy at best. What is known is that the Network is highly decentralised, with regional leaders having History: (TBC) Economy: A criminal syndicate like the Network has its place in the Empire's economy, albeit one that few would admit to interacting with openly. One would be hard pressed to find a black market in the Empire that didn't have the Network's sticky little paws all over it. They work in all sectors; guns, drugs, whores, hitmen, forged papers, money laundering, illegal robotics, back-alley doctors and harvested organs all feed the Network's finances. Counter-intuitively, the more contraband there is and the harsher the laws for carrying it, the more money the Network is able to make. No act is too depraved, no law to harsh and no crime too far. If it's against the law, you can guarantee the Network is doing it. They leech from the economies of more legitimate nations like a parasite, and the more unrest there is, the more they can drain. The two biggest sources of Network income have to be two of their most heinous crimes: drugs and people. Tetroin-6c, commonly known as "Panda", is an exceedingly rare and potent chemical, and it's presence is as close to a guarantee of Network activity as you can get. It is odourless, tasteless, clear and looks no different from regular water in its liquid form, making it easy to smuggle. It is the bane of any drug agent and it alone makes the Network a fortune. Outside of Panda, the Network sells other more common drugs, both illegal and medicinal, which provides the day-to-day gains to the Network's finances A far less common, but far more profitable crime is people-smuggling. The Network doesn't care who you are, or what you want. You could be a fugitive fleeing from the law, an impoverished worker looking for a better life, or even a repressed minority escaping a pogrom; the Network aids all who can pay. For those in truly dire straits who don't have the money for the trip, the Network will take them to their own labour camps. Army: On the surface, it doesn't look like the Network has an army. What it does have are thugs. Lots and lots and lots of thugs. Unlike professional soldiers, these witless gadabouts don't need a garrison, 6 months of rigorous training and a steady chain of command, they just need a gun and a grudge against authority. Many of them don't even need direct commands to be effective - after being introduced to several of their fellow wastrels, a small cache of weapons and bombs, and the promise that they can keep whatever loot they take, these budding recruits are happy to form their own terrorist cells and street gangs, only tangentially related to the main body of the Network. But sometimes, a more surgical approach is necessary. Drowning your foe under a tide of disgruntled youths with something to prove is certainly effective, but they aren't always willing or capable enough to hit the really important targets. For these more delicate affairs, the Network retains an elite force known as the Black Legion. The Black Legion is not an army. Not even close. They are far too small and their training too unconventional to make them typical front-line infantry troops. Rather, the Black Legion can be compared to the special forces of other nations, trained in covert operations and unconventional styles of warfare, appearing as if from nowhere to strike at the most vulnerable parts of the enemy war machine, before disappearing without a trace. They are highly skilled, but completely untrained for regular combat, and are no replacement to regular infantry, which the Network seriously lacks. Finally, no good criminal syndicate would be complete without a gang of mercenaries at its beck and call. The Network rarely hires mercs of its own volition, finding them too pricey for a gang dedicated to making money, but is more than happy to introduce them to their allies for a price. Navy: [/hider] [/centre] [/hider]