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    1. Willy Vereb 10 yrs ago

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HOLY ZENTAERI LEAGUE


Name: Holy Zentaeri League, Sacrum Zentaurium Liguum, Heiliga Zentrar
Type: Holy League (militant theocratic empire)
Capital: Holy City of Drachefel, Reusseland, Vaerenheim
Leader: Hochmeister (governance and military), Pontifacia (ruler, religious leader)
Religion: Zentarism
Dominant Species: Hecuris (centaur)
Other Notable Species: Kobolds, Humans, Elves,
The Holy Zentaeri League is a theocratic empire driven by the need to spread Zentarism. They believe unsanctioned use of magic is evil and only through the blessings of Zentaurius one should practice it. For this purpose they launched a number of crusades and may not stop until the entire world abandons witchcraft and embrace the light of Zentarism. The Holy League is dominated by centaurs but they glad to incorporate members of all races.

History

Hecuris (centaur) as a species were first documented during the pre-imperial times, large nomadic half-human and half-horse creatures roaming Westeland in small tribes. Some claim the mysterious "night riders" from 5,000 years ago were perhaps also centaurs given that cavalry should not have been plausible at such an early date. It is uncertain where and how they were born. Unlike many primitive races their belief system had no creator god, or even anything resembling standard religions. Scholars who studied ancient centaurs also recorded that they had various sub-races with three distinct breeds: Antares (warriors), Ergates (laborers) and Cursores (runners). The social status of each breed varied by tribe but usually warriors asserted their dominance and were chosen to rule as chieftains. Hecuris raids were a reoccurring blight to Ishtar but since they were disunited they never posed a threat to Navarre. Eventually tribes of Hecuris swore fealty to the Empire and provided auxiliaries to protect the borders. Unlike their brethren at the Far West the Hecuris under imperial rule developed their own united culture, belief system and everything. Historians date Year 522 the first time records of Zentarism. With the divine entity Zentaurius as its one and only god the records mention its curious nature. This is also often cited behind the Hecuris' new name, Zentaur. Over the centuries this name slowly turns into the species' common name of centaurs, although the more official name Hecuris does not fall out of use.

In 876 the war with the beastkin ravages the entire empire. The so far splintered centaur communities unite to form the loosely defined Zentaur Confederation. Their speed allowed centaurs to evade the waves of beastman hordes and remain relatively untouched. Yet lacking strong leadership they submit to the freshly formed Orduin Empire. Centaurs played an important yet oft-sidelined role in the reconstruction efforts. They were a source of military power directly answering to the Emperor and centaur settlers helped to repopulate some of the most devastated portions of the realm. Centaurs became something akin to secondary citizens, known for their strong loyalty to the Orduin Empire. Being loyal to the imperial line the centaurs only begrudingly accepted Hesper's claim for the throne. Thus in 1247 they put all their support for Dunehelm's rebellion. In spite of that the centaurs were hesitant to offer military aid and outright fight the Empire. In the end they send 4 centaur cohorts but even that was insufficient to stop Zeralda's forces. Feeling shamed and guilty the centaur leadership willingly excile themselves from the empire and they migrate back to their home province of Vaerenheim. Unfortunately the lack of powerful leadership quickly dissolved their country into several successor states and remained as such for a long time.

In 2020 a figure under the name Militandros the Great emerges. He unites the centaurs under the restored kingdom of Vaerenheim and puts his support behind the Orduin Empire. The bloodline of Militandros rules Vaerenheim for centuries while allied to the Orduin Empire. Yet compared to the kings of Vaerenheim grow increasingly weaker as individual states earn more autonomy. When the Ordoun Empire falls so did the country of Vaerenheim within years and the nation split to subfactions once again. The Vaerenheim Confederation retained a modicum of order but something new began to emerge. In 2433 a young centaur only referred as the Saint of Gevenfels emerges. She claims to have seen visions of Zentaurius and now she can directly communicate with him. Her acts of divine miracles gained the trust of numerous towns and soon acolytes spread her teachings everywhere in Vaerenheim. This "New Zentarism" of course also garnered numerous enemies from the old order Vaerenheim soon engulfed in a civil war. Ordo Coracis and numerous other knightly orders were established, ironically by recruiting commoners. In the end old nobles and clergy were ousted and believers of the New Zentarism created a new government maintained by knights and a reconstructed priesthood. In 1448 the Holy League of Vaerenheim is formed. The Saint of Gevenfels declared Pontifacia, bridge between our world and the world of god, and she worked hard for faith and the nation's prosperity. She laid down many of the current aspects of Zentarism and personally responsible for sending centaurs on their current path. In 1477 she stepped down of their title and chose hermithood. She was never seen again. Yet successors of the Saint all bore her will and continued her grand work. Believing it's their obligation to teach Zentarism to the entire world the centaurs began their incursion into former Empire territories. Their expansionism continues even now. Since 1505 they are known as the Holy Zentaeri League.

Territory



Government
The Holy League is a theocratic military state where the various Knights of Zentar rule in the name of the Archpriestess/Pontifacia. The man with highest authority is the Hochmeister/Grandmaster to whom every knight order swears unwavering loyalty. Each Meister/Master is given a commandry to govern which can be anything from a province to a small country. Larger regions covering multiple commandries are under the authority of the Grossmeister (Great Master) who may have less direct control but could influence the Meisters underneath them. Of course with knights being militant order first and governors second the majority of the administration is shared between the members of the Zentarist Church and the appointed civil governors. In general a recently conquered region retains most of its former governance structure but under Zentarist authority. As time goes on this could and almost assuredly will transform to a system governed by the Church.

The main directive of Zentarist conquest is to spread their faith and establish order as they will hunt down magic users. Local faiths are usually made subservient to Zentarist authority, only abolished if its teachings cannot be reconciled by the core elements of Zentarism. Aside from matters of faith the Church is also heavily involved in education, scholars, book keeping and matters of culture. The Church ultimately aims to placate populations and nurture people to be loyal believers of Zentarism. Thanks to the empire's might they often have the resources to be very generous and endear people to the idea of following the Church's directions. As said magic usage is restricted in Zentarist regions. Special buildings called Spell Sanctums erected near every magic font under their control. While these can't influence the fonts directly they can be used to direct the purest streams of magic power to people who carry specific items meant to receive these. Usually looking like amulets in the shape of a cross they are frequently used by clergy, sanctioned mages and paladins. Gathering magic power from the environment is strictly forbidden under Zentarism, or even teaching it. Those discovered with such abilities are declared warlocks and witches and could very well suffer capital punishment.


Demographics
The Holy Zentaeri League is a growing empire which incorporates way more than just the former nations of Vaerenheim. As such it is little surprise that only 30% of the population are some type of centaur. In spite of this centaurs are the most dominant race of the League with all the other races being secondary. The League tends to build its administration above the day to day governance of the conquered so even after joining them the average countryman's life is hardly effected. Yet this system also naturally puts centaurs and those supporting them to the top. Elves in general have very good chances for advancement within the League thanks to their history with centaurs and of course due to their considerable magic potential. Albeit high elves are more of the extremes. Their past history of rulership and immense magic knowledge can easily put them at odds with the League. Many high elves become fugitives or migrate to other countries to escape the League's wrath. At the same time high elves who do cooperate with the League often find themselves at the same status as centaurs.

Centaurs are one of the larges if not the largest sapient species in the League. This means they require much greater amount of food each day. It also means that any building meant for centaurs have to be built with larger entrances and overall far more spacious. They also need servants for their day to day activities for which they chiefly utilize kobolds. These small reptillian creatures were enslaved by centaurs thousands of years ago and now serve them as indentured servants. They are small, merely 5 feet tall at average and weigh around 60 pounds. They are strong and tough for their childlike size but they are still weaker than the average human. Kobolds and centaurs have an unique relationship. Most kobolds served the same family of centaurs for centuries if not longer. They aren't just servants, in a twisted sense they are part of the centaur family. A kobold's prestige is determined by the prestige of the centaur they serve. Within certain limits the kobolds can choose to serve a different family but in effect this is rarely done.


Economics
The League spans for over a thousand miles and covers cultures ranging from old imperial regions to racial enclaves of more shunned cultures. They are now all united in their local flavor of Zentarism. Joining the League also connects these small states to the centaurs' extensive trade lines which is an unquestionable benefit. Lastly there are a limited number yet very effective League-wide laws which helps to maintain public order and also ensures all races treated (mostly) equally. Whenever it was reasonable the Holy League restored the old Orduin Empire's system which given the familiarity of all constituents made it all the smoother. This includes their own variant of the imperial tecks called the Stavius. Unlike past emperors though the noble metal content of gold and silver Stavius rods is constant and the League doesn't devalue their currency. This makes Stavius a fairly potent trade currency with neighbors and generally League subjects gladly exchange it for their own local currency forms.

The League's center is the Seven States of Vaerenheim, the original land of the centaurs. As the nexus of the League's trade activity the region enriched massively and its cities are famous for their industry. Vaerenheimian steel is sorts of legendary in Ishtar while mechanical wonders only considered a rare curiosity during the Orduin Empire are becoming widespread. Of course in the general sense the trade of food dominates the League's markets. Just like during the Orduin Empire a good half of the region has either limited or rather poor arable lands. As such importation of grain and other foodstuffs dominate the League's trade lines, coming from foreign lands or just from other states of the League.

Military
The Holy League is effectively an empire run by the priesthood but especially knight orders. Garrisons of holy centaur knights and their retinue are protecting the people, maintain order and stave off rebellions. Though portraying themselves as protectors of people and justice these centaur legions are effectively occupation forces and the backbone of the League's military as a whole. A lot of the League's strategy builds on these trained centaurs and their abilities. In comparison non-centaurs are viewed as local defenders or auxiliaries. Some of them are more respected while others are viewed outright as second grade forces. Of course this is intentional since their lynchpin for order is these fiercely loyal knight orders who act both as army and governors. Centaurs are large and are effectively living cavalry which does heavily influence how the League approaches warfare. They prefer to be mobile to conduct raids and skirmishes with the sheer power of their knightly charges being the heaviest hitter. Everything else exist to support their actions and enable knights in battle. Another curious factor is the League's utilization of magic. Zentarism restricts spells to specific practices and source provided by Divine Sanctums. Zenarist magic is highly potent but only as long as it's within the range of these sanctums. When the League invades they need to rely on very limited magic resources which can dry up fast since gathering magic freely from the environment is strictly forbidden. Technically there are Zentarist practices which let believers in foreign lands to practice magic without sinning against Lord Zentaurius but it's less "okay" and more considered a "lesser evil". Which is why actual true believers who can afford to receive sanctified mana from Divine Sanctums this method is amost entirely forbidden.
March 19th 2259


Delegates from Asteria arrive at Nefret Station in C&C territory in their yacht-like spaceship, the SS Woodrow, accompanied by a trio of corvettes escorting them. Once they’ve docked into the station, out came the diplomat Dwayne Jefferson, and his retinue, including several security guards and pencil pushers. Surprisingly things were quite bright and jovial at this time and space, it emitted a suspiciously harmonious and positive aura. The team of Asterian officials were welcomed and guided to their appointment within the space station where they would negotiate economic and political agreements. The doors open to the conference room and there are two individuals sitting on the far side in the arrangement of chairs and tables assembled for their team.

They began to introduce themselves once their visitors settled in. The tall, slender man leaning back in his chair finally sat up with a smile, “I’m Rashaad Ulrich, discount manager and deal-broker.” then the other, a woman with freckles and thick-rimmed glasses “Regina Carmine, sales representative and financial advisor.”

Rashaad continued on, “I will be presenting some opportunities, I would like to hear what you have in store for us, and we’ll make business, pronto.” he smiled, looking left to right. Regina casually chimes in while her associate leered, “We both will answer any questions you have, and help make sure things work out how they ought to.”

Mr. Jefferson was somewhat taken back by the chief dealsman’s pushiness but then he was reminded they are living in dire times. Given these extreme circumstances Rashaad’s behavior was entirely justified. “I am Dwayne Jefferson, ambassador representing the Federal Free States of Asteria. This is my attache, Laurie Andersson.” His hands reach in the direction of the woman to his right. “Also I want to introduce Dr. James Collman, our expert in economics. He’d be providing insights and economical advice in regards to the recent crisis.” Mr. Jefferson gestured towards the aging man on his left. Unlike the woman the Collective knew Dr. Collman well enough and Rashaad almost nodded in approval.

After some protocol both sides sat down and began negotiations. “I believe all parties present are aware of what happened and how it’ll impact our economy, if nothing else. So let’s cut to the chase. Asteria wants to freeze the Confederate Credit’s value for the foreseeable future. Our lawmakers are busy accomplishing this at the soonest date possible. Yet Asteria has an extensive list of foreign trade partners so without most of these regions following suit I’m afraid it’d be pointless. I’m aware of the potential benefits for investing in a rapidly devaluing credit. It’d be an attractive gambit which pays back many-fold once the economy restores.”

“That is provided if it actually does. I see your point Mr. Jefferson.” Interjected Rashaad pointedly.

Dwayne continued, “Indeed. We don’t know when or if the Confederacy restores. Until then markets would effectively freeze and trade would slow down to a grinding halt. Such a downturn is good for investors with lots of assets and capital but terrible for anyone who would want to make profit during the interim. Asteria wants none of that so we’re freezing the value of credit instead of icing our economy. As a Federal Ambassador my first priority is to ensure the Collective and the Conglomerate is on a similar page.” He paused and then extended a hand out to the economics advisor on his left, “Dr. Collman, please.”

The so far silent man stood up and activated his holographic projector showing various graphs and future economic predictions. He held a brief 10-minute presentation about the region’s future and potential outcomes. The Conglomerate spoke business so for them empty words held little value. That’s why Dwayne called the famous Dr. James Collman to translate everything to their language. The full details of his research were also transferred to Rashaad’s datapad for future analysis, probably the best gift Asteria could’ve prepared.

Now that Asteria had provided more confidence behind their words, the C&C representatives seemed a lot more receptive to the plans put forth by their neighboring state. They seemed to be in agreement however there seemed to be an elephant in the room which has yet to be discussed. “A temporary freeze would help keep things stable,” remarked Rashaad, “As of now it would be too dangerous to allow it to be manipulated by who-ever, now that Sol is gone.”

With the first issue cleared Dwayne Jefferson was quickly shifting gears. “That being said, economics is far from the only problem we may face. The Confederacy as we speak is shattering into pieces and warlords claiming themselves the representative of the Confederacy will attempt to take the reins.” He took a moment to pause while scanning his audience of two, “While nominally under the Confederacy we Asterians pride ourselves on our freedoms. The Confederacy have abandoned us for decades, little despots trying to order us around would obviously not endear us the slightest. The Collective and Conglomerate may not mind the new regime but as we know the highest ranking Confederate official in the region is none other than this particular figure.”

Dwayne put a tiny holographic device on the table and activated it. The display showed a portrait of a middle aged man with stern eyes alongside his personal details. “Julan Bartok, a hardliner Pro-Earth activist who makes even the most diehard Confederacy supporters question themselves. An accomplished admiral and for some even a local hero. Yet his diplomatic skills are like a blunted axe. I think we all know what’s coming in the near future.” Mr. Jefferson let out a painful smirk. Admiral Bartok was anything but good news for the region. Even if he had a competent staff supporting him Bartok would only bring ruin to any system under his new control.

The Asterian diplomat continued, “Asteria and the Collective always had a cooperative relationship. We may never have been on the best terms but we need each other for continued survival. What I suggest is hardly new or groundbreaking in our relationship. Asteria wants some further cooperation with C&C, now in the military sense. Bartok is a threat to Asteria so my government wants him removed. I have a strong sense this feeling is mutual between us. Further details of our cooperation will be handled through the usual secret channels.”

Both Regina and Rashaad looked at each other for a moment, and then back at Dwayne, with the woman speaking “We must officially present ourselves as neutral and benign to the admiral in public, however there is nothing restricting us from ensuring you get some of the best deals our territories have.” She looked to Rashaad, who opened up a thick binder full of what seemed to be coupons.

The deal-broker continued his associate's statement, “We’ve got tons of opportunities ranging from… oh, could be anything! These discounts are exclusive to nation states, and they pack a wallop - here, look at this one--” he pushes the binder towards Mr. Jefferson and Dr. Collman emphatically, pointing out the many potential deals which range from food, to small arms, to space ships, to components, and so on.

The two groups go through the coupons and Rashaad meticulously notes what piqued the interests of their counterpart and was able to create a bundled deal which fit the needs of their neighbors. After the deal had been arranged, he double-checked with his people outside of the meeting to authorize the discounted deal, and within only ten to fifteen minutes did he get approval. With so many marked-down deals, freebies, and sales being made for both Asterians military and civilian markets, a huge range of access to affordable products and services had become open to them. It was somewhat reminiscent of a ‘relief package’ which long-term intention was to keep customers engaged and exchanging currency between solar systems.

“That’s all very impressive, Mr. Ulrich. I’m certain my government will be rather interested.” Taken aback from the sudden attack Dwayne just barely manages to hide his nervousness. Indeed that’s a military aid but not exactly what he had in mind. Perhaps Rashaad has something to hide? Maybe it’s just in the discount broker’s veins. Either way Dwayne got everything he wanted. The two sides continue the discussion for a while then exchange the usual pleasantries before leaving, being escorted out by the same person who brought them to the conference room. The ambassador vessel SS Woodrow departs Nefret Station in peace. The Asterian ships almost leave Hovno Diera System when Mr. Jefferson’s datapad rings in a strange pattern. Being formerly part of the Secret Service he immediately recognized it as a morse code. It said: “OK”. Dwayne smiled which made his attache Laurie Andersson look puzzled. “What is it, Mr. Jefferson?” She never got her answer.



The Asterian Arsenal


I use this post to record the Asterian military equipment. It isn't a complete list and actually we miss on a lot of equipment which is more or less standard across the Confederation but I have fun writing this and hopefully you have fun reading it so let's go.

Infantry
Asterian soldiers nowadays make use of shock rifles which makes them distinct from the usual infantry. They are semi-automatic weapons which emphasize good marksmanship instead of suppressive fire. On the other hand each shot is like a micro explosive which can do considerable hurt. It's a very different approach which puts confidence in the shooting skills of the soldier.

NOTE: P-ratings are a semi-objective way to tell firepower between these. Rather than a linear scale think of these like bore diameters so a P10 shot is at least 4 times stronger than a P5 shot, for example. I very much use this as a replacement for bore diameters on the energy weapons.

Combat Vehicles
Aside from the shock technology Asterian AFVs are mostly conventional. Asteria has some propensity with grav-craft but they aren't exclusively the only vehicle. Another odd factor is the reliance on tiny mechs called Personal Troopers.


Smallcraft
TBA

Warships
TBA




Federal Free States of Asteria


Name: Federal Free States of Asteria (FFSA)
System(s): Olympia System
Capital: Daper City, Moon Artemis
Government Type: Federation (officially, at least)
Type: Independent

Asteria is a thriving yet wild nation found at the Western Frontier. It possesses extensive mining and industrial sector, providing resources for the Confederacy as a whole. Asteria built a fortune exploiting the neighboring Falconcrest Nebula and they are prime exporters of fuel and exotic gases. It was the land of opportunities and numerous settlers journeyed to Asteria in such hopes. Yet the Black New Year dashed these hopes and Asteria just narrowly escaped collapse. Over the years they established relative autarky and Asteria was saved. Being independent in all but name the Asterians embrace the new freedom and wish to bring liberty to all.

History/Summary
Asteria began as multiple individual mining colonies set up within the asteroid belt of Olympia. Eventually these colonies grew too large and colonization of the system's habitable belt became necessary. Each group chose to conquer the environment of a different moon or planet. After a while Asteria developed its own culture and became a nation in its own right. Unlike many other governments though Asteria didn't have a single major population center but multiple. And given the focus on resource exploitation the importance of the original mining colonies never went away. Asteria became a federation with thirteen founding states. With astronomical units between the various members each state was encouraged to have a large degree of autonomy. Asterian culture as a whole embraced liberty and independence as their core values which made them further resistance to proper unification attempts. With great distances and came exorbitant fuel consumption. To feed their thirst Asteria began exploiting the Falconcrest Nebula extensively. This turned out to be a massively successful enterprise and soon Asteria became one of the Confederations prime fuel exporter. This also led to the construction of Cygnus Station a Rift Gate orbiting planet Cygnus.

The collapse brought forth by the Black New Year hit Asteria immensely. Yet it only inspired them to embrace independence all the more. They scaled back on fuel operations and offered aid to local enterprises to survive. They hastily sold their surplus fuel to neighbors and began restructuring Asterian industry once again. Rather than being purely governmental in nature the lion's share of investment came from donations and the private sector. To ward off pirates the Astarians formed the Federal Forces, mostly from local military organizations uniting under one banner. Yet not everything was peachy. Poverty is on the rise and rural settlements receive almost no government attention. Banditry is on the rise and with the economic boom over the government is hard-pressed to support its increasing expenses. Though Asteria seems to be a success story for an independent nation there's more going under the surface. Regardless the Federal Government is intent maintaining the facade. Political leadership spreads anti-Confederation views and there's a growing urge to liberate the world from an oppressive regime.

Location/Resources

The Olympia System is a trinary star system with the brightest star being Olympia A (Olympia B and C aren't even tenth in size). Regardless this trinary arrangement resulted in an exotic system with multiple habitable zones spread dozens of astronomical units apart. While Olympia doesn't have a true gaia planet it has no less than 7 astral bodies which can support some kind of life. Cronos is a super Jupiter type gas giant and it has no less than 31 moons. Out of these 4 of them are fit for life and are the population centers of Asteria. They are Apollo, Artemis, Eris and Triton. Aside from these there are the planets of Eos, Mercurius and Plato. These seven astral bodies house 85% of Asteria's population with the rest living in various space habitats ranging from artificial colonies to hollowed out asteroids. Another important region of Asteria is the Falconcrest Nebula. This large formation of interstellar gases is at the northern border of Asteria and covers multiple lightyears. Millions of people from Asteria wander the nebula and collect interstellar matter.

Asteria is a highly industrialized nation with their main focus on resources, especially fuel and exotic gases. Their significance in the Coalition is shown by the Rift Station established above the planet Cygnus. Back in the glory days this allowed Asteria to reliably transport untold tonnes of fuel to distant Coalition planets year-round. The collapse of interstellar economy hit Asteria hard at first but they could shift their focus on local services and exported resources for neighbors. The fuel industry which absolutely dominated Asteria had to be scaled down and manufacturing plants absorbed the freed up workforce. Asteria has a relative autarky and produces its own goods, including weapons.

Administration/Society
Asteria is nominally a federation with 48 member states. Yet given the sheer autonomy of each member it could be closer to confederation. Leaving Asteria is forbidden for the states but otherwise they can overrule federal actions and could keep the Federal Government in check. Asterians are fond of their personal liberties and fear their own government becoming too powerful. In general the Federal Government has a mixed image, they are both viewed as selfish parasites and also the protectors against enterprises that grow too powerful. Asterians are very resentful of tax increases or introducing new taxes yet also complain about the government not doing enough. This actually led to an unique situation where private groups took over a lot of activities typically fulfilled by the government. Small settlements appoint sheriffs who usually have no government authority. Mobs form to fight bandits and even social services are handled by local firms. And of course the average citizen expects the Federal Government to step in if either of these private groups become the public enemy. Asterian governance may look downright chaotic to the outsider but for the locals they would not settle for anything else.

Military
Weapons hold a key importance in Asterian civilian life for as long the nation stands. Every adult Asterian owns at least one type of gun, both as status symbol and for self-defense. With the threat of alien wildlife, bandits and space pirates they had a constant need for militia groups. Finding potential soldiers for the Federal Army is easy yet keeping them employed is difficult. As such the Federal Forces is often a skeleton army made of volunteers. Instead much of the military budget during peacetime is spent on weapons procurement. Asteria has strict laws supporting locally produced weapons which allowed arms manufacturers to become some of the most powerful entities within the nation during these last 16 years. Anyways, the Federal Army has an unique doctrine which supports large groups wielding mass-producible weapons and Asterian marksmanship. They utilize shock weapons, a type of concentrated plasma which blows targets to pieces. Though grav vehicles are common the most typical combat machine in Asteria is the Personal Trooper (PT). They are humanoid mechs only 3.5 meters tall and can fight in all environments, including outer space. Their predecessors were exosuits meant to work in hazardous regions but Asterians modified them for war. Nowadays Personal Trooper armors are widespread, even civilians can buy simpler models. They are small and rather inexpensive to produce which combined with their simple maintenance makes them very popular in Asteria.

With the disappearance of the Confederation Navy it was Asteria's duty to survive within this new age of pirates. They initially used armed shuttles and civilian spaceships but ultimately thanks to local manufacturing plants the Federal Fleet utilizes warships of their own design. Freedom-class corvettes are distinctive products of Asteria which forms the backbone of the Federal Fleet. They sacrifice cruising range and endurance for considerable firepower which makes them a ideal for the nation's needs. Yet the main force of the Federal Fleet are their shuttlecraft, gunships and fighters. With the majority of Asterians experienced at navigating with shuttles the Federal Fleet has a seemingly bottomless supply of eager youth to become combat pilots. For this purpose the development of a "carrier ship" was absolute necessity. The Ranger-class scout carrier may be a heavily modified cargo ship design but it does fulfill its purpose. Lacking orbital dockyards the ship has a modular design built from multiple large blocks. Each individual piece is just light enough to be transported up via the space elevator and the final assembly is done in orbit. Similarly repairs could be done by just exchanging the damaged parts to a new one. While rather inefficient in both design and construction measures this is the only way Asteria could make them.

Strengths


Industrialized Frontier:
For a frontier colony which declared its independence Asteria is doing pretty swimmingly. Even the economic crash only slowed them down. Since the collapse of the world economic network Asteria began rapidly developing their own local industry and they were largely successful. With the region's resources and connections to neighbors Asteria could remain self-sufficient.

Arms of Liberty:
Every adult Asterian owns at least one gun and weapon usage is widespread in the nation. Asterians are known for their marksmanship and combat ability. Shuttlecraft ownership is also a must for a self-respecting Asterian and space travel between various states is almost a commonplace. Overall this means the Federal Forces hardly has any trouble to recruit soldiers or even military pilots for their needs.

Shock Weapons:
Asterians fully embraced plasma technology and have their own take on it, the so-called shock technology. It uses ultradense plasma at immense pressures contained within a canister. Using this they can have powerful energy weapons without needing bulky power sources. Each canister can only hold limited shots, though. Shock weapons shoot concentrated bolts of plasma which explodes on impact and damages with its raw force. They can range from handguns to naval cannons. Shock rifles are limited to semi-auto fire because rapid firing needs a much more bulkier mechanism (reserved for shock repeaters used by weapons teams). Shock weapons are versatile and you can adjust the plasma to explode in various ways including airburst, delayed blast or even shaped charge effects.

Weaknesses


Libertarian To the Core:
Asterians culture celebrates liberty and does not like government authority. Although they accept government power as a necessary element they protect their rights and privacy with fervor. Asterians are notoriously difficult to tax. Any new form of taxation or tax increase would meet resistance. In spite of their good economy the Federal Government actually has limited funds. Luckily the Asterians somewhat understand this and don't expect the government to maintain good social services but ever since Asteria's economic growth slowed down the Federal Government finds themselves in debt.

Space Cowboys:
Asteria is a wild region where gunfights and gun violence is everyday news. Whenever outlaws pop up they are heavily armed and riots can easily turn into a massive firefight. When recruiting soldiers from such region your troops would be obviously more than a little trigger happy. Asterian soldiers are stereotypically gung-ho and hard to discipline. While they know their trade there are various marks of corruption within the military system. Rumors of hedonism, property damage and even outright illegal activities are known about almost every unit. While the Federal Government strives to straighten out the military they don't have the funds and manpower to resolve this anytime soon. Another problem is motivation. Though fresh recruits are eager once they taste the terrors of warfare they could easily become jaded. When the Federal Forces lose soldiers fighting in foreign lands they are often drilled by media. Depending on severity there could be entire protests and political campaigns against continuing the war.

Clankers Go Home:
Asterians don't reject technology, nor they are hating industry. Yet they are extremely suspicious to anything related to worldwide information networks, AI development and transhumanism. Cyborg technology is heavily regulated in Asteria and neural implants are almost entirely outlawed in every state. Augmented reality networks are rejected and sapient AI is viewed with suspicion. Conspiracy theories about thinking robots and them supposedly being secret government agents are very popular in Asteria. In general Asterians are staunchly guarding their privacy and are very averse to anything which might allow "soulless machines" to govern them.

Name: Republique Sainteté Fénise, Fénisian Republic, Fénise/Fenice
Government: Divine Republic
Capital: Fenice
Dominant Religion: Dionism
Dominant Species: Elavis (deertaurs)
Population: 75 million

Fenice used to be part of the once might Chevroiéren Empire. With the tyranny of Chevroiére overthrown and the empire fragmented, Fenice came to prominence. They formed the Fenician League which absorbed its neighbors in a series of crusades. The revolutions of the 19th century overthrew the clergy, exiled the Archpriestess and established true republic. With the nation completely reformed the Fenisians bravely look forward to the new century. Fenice is a lively country with lots of history.


Territory


The Chevroiéren Plains are a fertile land between the tropical and continental climate belts. Compared to the anomaly which is Voldoyouki this might not seem special but these bountiful lands empowered a number of empires throughout history. Diverse flora and fauna lives in this region and it's known for their exotic flowers and timber. When it comes to raw materials though their chief source is in the Montelanse region at the southern borders. Fénisian iron is well-known for its remarkable quality and some rare elements are chiefly found here. Yet overall the amount of raw materials Fénise could mine aren't sufficient for their growth and require considerable imports. In comparison Fénise is known to be unusually rich in magic crystals and they even have a type unique to this region called Solarite. This material is the basis of many Fenisian magitech.

History
TBA

Government
Fenisian governance has little to no parallel across the whole world. They chose a form of federal republician direct democracy which might hardly even make sense for an outsider. The so-called "citoyen" are the official citizenship of Fenice but can be considered a social elite. They are the upper class who agree to pay huge taxes in order to exert the right to participate in politics. They participate in votes and can pursue political career. This is a huge responsibility which Fenicians don't take lightly. As such the citoyen are tested annually to prove their knowledge and overall ability to make correct judgement in these matters. The Fenician philosophy sneers at the idea of universal suffrage and considers it being lead by fools. Instead they want only those with both the commitment and abilities to actually make calls. Given how every citoyen/citizen has direct influence in political decisions in their eyes this method truly conveys the will of the nation. Of course aside from votes from citizens there are various offices, representatives and other institutions. As a federal state ruled from Fenice the other regions can only influence decisions through their representatives in the Senate. Another interesting facet of Fenisian politics is that direct democratic institutions aren't exclusive to the capital and federal central of Fenice alone. Every region has its own capital city where the "citoden" (cityfolk) could exert their direct democratic power. In the Divine Republic of Fénise you have to earn your voting rights. Yet this doesn't bother the ordinary folk. Commoners who don't have citizenship can live their lives in peace and don't suffer much if any social consequences for lacking the ability to vote. Unless they want to participate in politics this doesn't impact them negatively at all. A number of commoners started up their own enterprises, although after a certain point you might still want to acquire citizenship given the prestige and ability to influence politics.


Demographics
According to the last census Fénise has 75 million souls. Among them about 33 million are Elavis (deertaur), 20 million Nain (gnomes), 10 million humans, 2.5 million Volyudki, 2 million centaurs and the rest being a mix of other races. Fenisians don't discriminate on race, although they have a hard time tolerating other faiths. 98% of the population are believing in some type of Dionism. Gnomes in particular are somewhat unique in the fact that they historically have been slaves or indentured servants to centaurs/deertaurs. As a consequence even though slavery is no longer tolerated in Fénise the gnomes usually find job working as servants and assistance to deertaurs.


Technology/Industry

Fénise is a developed country with decent industry yet they aren't anywhere groundbreaking. Fénise is mostly known for their agriculture and light industry and their production capacity is limited. Fenisian artistry and craftsmanship is known worldwide yet during the age of factories the skill of artisans are of lesser concern. Fénise does have a very specific expertise in their own brand of magitech, though. They chiefly use Solarite, a type of magic crystal attuned to their own spells. This is chiefly useful at producing heat and light, the main aspects of the Sun. Although Fénisian magic is the best known for healing. Filling the recipient with inner fire they speed up metabolism and otherwise accelerate healing. The Circle of Fire is an international organization of healers chiefly established to support war-torn places. To flip things over the Fenisians also have reputation for gunmaking. Obsessed with fire they fully embraced firearms and the region has numerous ancestral workshops dedicated to guns. Of course we are in the industrial age and compared to the old times Fenisians lag behind in processes to make the most powerful guns. Yet their reputation is virtually untarnished when it comes to small arms. The Volcanic Arms Factory is known worldwide for supplying pistols and other small arms to civilian markets. Lastly it's known that Fenisians and their spiritual practices managed to communicate with the element of fire itself. Thanks to this they can command fire elementals and use them in various applications. Most famously Fenisian furnances and powerplants often include a fire elemental within them. Thanks to this Fenisian heat machines tend to be more compact but they are also quite temperamental in nature.


Military

Fenisian military traditions run deep while it's no longer as mighty as it used to be they are still formidable on their own right. Elafer mercenaries were well-known across the continent and the adventurous youth can be still charmed by free companies which then offer their services to various foreign militaries. As living cavalry the Elavis fighting style embraces maneuvering and sheer speed. They are highly drilled soldiers with great coordination. Companies often have a certain family-like feel. Yet of course this also got some dark sides. Fenisian military borderline refuse to accept non-deertaur soldiers, only taking in a smaller amount of auxiliary and specialist troops. As a consequence the Fenisian military, also called Force Fédérale du Fényx (Federal Phoenix Force), is struggling to maintain adequate number of soldiers. Even then the Fenisian army is formidable and they are decently equipped. It's just that Fenisian perception of their military power is certainly inflated which may cause problems in the future.

Army Overview
The Fenisian army is a staunch member to the "cult of offensive" who believe any defensive measure can be overwhelmed by adequate offense. Their army is all about the speed of their action and generally the best prepared to face enemies on the open field. They view fortresses as staging points and defense is only required until relief forces arrive. Combined with cultural reasons it isn't surprising that Fenise is reluctant to accept non-centaurid soldiers. These troops are trained for long marches and could traverse up to 100 miles within a day. This is deemed necessary as the Fénise-Volsrtanlyudkovka border is massive and any attempts at invasion should be thwarted fast.


Artillery Overview

Fénise has a decent industry and famous for gunmaking. Through this focus their forges have a great lead in developing artillery. In spite of the fact they build a good portion of the battleship gunnery in the Celestial Sphere the Fenisian military doctrines have a borderline aversion to heavy artillery. Their army doctrine is obsessed with mobility and hence they refuse to accept guns that are unable to keep up with the rest of their forces. Their overall strategy relies on open battlefields where a large number of small artillery are far more effective. If they need more firepower the Fenisian military wants to utilize railways. In particular they invested a considerable amount in railway artillery, turning their network of rails into a mobile fortress system. The idea of using rails for offensive purposes is likely impossible but the strength of the railway guns for defense shouldn't be underestimated. As such the Federal Phoenix Force currently acknowledges 3 classes: Fast Artillery, Field Artillery and Railway Artillery.


Air Force Overview
It simply doesn't exist.
Deertaurs like speed but also want their feet planted on the ground. Combine this with the fact that deertaur bodies would have an awful time to pilot these tiny airplanes and it seems obvious why they didn't invest much if any in the idea of aeroplanes. Even airships didn't have much luck due to the stagnating Fenisian economy. What the Federal Phoenix Force has is just a Balloon Corps tasked with early warning and observation. Aside from the standard one man balloons the Fenisians also invested in kytoons. The latter are a merge of balloons and kites, with the wing surfaces providing lift and stability in windy conditions while the balloon portion keeps the craft afload during calm weather. The Balloon Corps itself is surprisingly large, with many hundreds of tiny observation crafts. Their service rifle of choice is the Chapuis M08 medium-powered semi-automatic carbine.

Navy Overview
Fénise only has a modest coastline and a fleet which is only held up through sheer pride and to protect their commerce fleet. The Federal Phoenix Fleet is overall a decent navy with an approach which uniquely focuses on speed. They love destroyers and married into the idea of a squadron of small ships defeating capital vessels. Fénise only possess a handful battleships but great amount of cruisers and surprising amount of destroyers and similar small vessels for a county of this size. Fénise has no plan to become a major naval power but they can ensure their opponents think twice before plotting naval aggression.


National Traits


- Praise the Sun: Dionism covets the Sun and embraces everything about it. Fenisian religious practices and combined with their access to Solarite they could utilize magic in some fairly impressive ways. Magic blades made of virtual plasma, elemental-possessed engines, solarite lenses and the list can go on. Of course such technologies also need extra investment but given the performance gains this is still worthwhile.

- Deertaur Country: The dominant species of Fénise are the Elavis (deertaurs) which fundamentally changes their society. Deertaurs are quick and enduring runners who could cross long distances with ease. When it comes to mobility they are even superior to cavalry. Yet this comes at a price. For starters deertaurs consume more food and require much larger living space. Second, their size and quadrupedal locomotion needs some uniquely awkward engineering solutions to handle modern technology. Deertaurs can't ride animals and even their vehicles can turn out to be very odd looking. Lastly the size of deertaurs does influence their abilities in combat. They can't find covers as easily, they are poor fighters at very narrow spaces and they also have more exposed flanks. They are like a mini-cavalry in combat which might not be the best during the era of trench warfare.

- Artisan Economy: Fenice is one of the oldest cities with numerous centuries of history and known for their unique art and abundance of craftsmen. These traditions translated into sophisticated and high quality products with numerous skilled workers. Fenisian arts are legendary even if rather eccentric. Fenisian armories and gunmakers are known for their unique quality. The flipside is that they have largely artisan industry with serial production often requiring massive quantity of workers.

- Mineral Imbalance: Fénise is at glance is a decently rich region but in reality they have significant shortages in a lot of materials. Montelanse provides 90% of the Fenisian resources and while they are very abundant in iron and coal they don't have so much of the less known but still important minerals. This means while Fénise has above the expected value in steel and magic crystals their other mineral resources are below average thus neccessiating trade.

Foreign Relations



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