A Game of Gundams: (Politics, Assassinations, Giant Robots, and Wizards)

Location
The City of Big Shoulders
Historical Background:
Join the GSRPG Discord Server! [Link to Discord, look for the Enduscare game channel]
The Enduscare (often abbreviated Endus) Federation is aged polity with written histories going back three thousand years as its founding as a colony of minor power before the arrival of the apocalyptic Godwars and Collapse. For the last thousand years it has been the dominant power of its region of known space, propped as entity without equal by the might of its economy and the mastery of the arcane by its wizards, which has combined to formed the strength of the most powerful fighting force since fall of the ancient empires of Man so long ago. A hegemony not without strife, but for every Reflex War (as the great wars tend to be called) the Federation only grew in response, until the arrival of the Rmaster's whose invasion of the heart of the Federation saw the invaders fought off but sapped the vitality of the Federation for over a generation.

In the decades following the Fifth Reflex War against the Rmasters and the disastrous Murklim Incursion, the Endus Federation fell into a malaise that allowed a political vacuum large enough for the shadowy SIDEREAL organization wizard-spies to grow into and take de-facto control of the Federation through fronts such as SOLAR and influencing appointments to both Frontier and Battlefleet. By [date] the architect of the SIDEREAL takeover, Rotirimus Seaborne, oracle and chief of SOLAR had concerned himself with the only threat to his rule, and engaged in a shadow civil war of small unit actions against the dissidents within SIDEREAL and Frontier Fleet. This conflict proved to be costly as it had left open Sariel's Gate defenses to be weakened.

Known only to upper echelons of SIDEREAL, the magic circle of the 4th planet of Endus system was in fact the material aspect of sealing circle of immense power containing and confining a greater astral being of even greater power, dating back to the pre-Paradisum days of the old Kingdom. However, a Ban Uchar shaman, seeking power for internal conflict back at her homeland had discovered hidden secrets of the gate and using unlikely assortment of allies and mercenaries infiltrated the gate, and broke the seal while eyes were elsewhere in the system, punching a hole into an hellish and eldritch anti-reality.

The resulting Six Months War against the astral hordes and their demonic masters saw the spiraling civil war stopped and the reunification of SIDEREAL as they lead an effort to retake the planet and seal the gate, which they did and in the process, saw conflicting archmages and oracle lost either trapped in the hell dimension or in some other bubble of space.

The resulting Sixth Reflex War as its was called, has served as wake up call to Endus Federation, which has broken the complacency of the surviving leadership. Troops are no longer trained to perform well in parade duties but for for full combat, the Senate has in the last five years past several major arms modernization and expansion bills, and SIDEREAL, the kingmakers since days of the Senate War was formally disbanded citing the destruction of its leadership and concerns about SOLAR (also disbanded) actions during the conflict, and two new Mobile Battlefortresses have been ordered addition to taking over all the new major construction projects of SOLAR which was higher end then average Endus units.

Having survived yet another existential crisis by the skin of their teeth, the Endus Federation is however still not stable, the lack of a kingmaker did not mean there was no would-be kings. As the public masses cry out for increase Panhelios control over strategic magic, a hidden war is occurring over those seeking to gain an edge to be the new power behind the Federation either hidden or public.

Game Concept:

What is this? A game of politics and small scale mecha and ship actions that may grow in size and scope depending on how the game plays. You play as officer, politician or wizard leading a clique or faction with the Federation in the aftermath of the Sixth Reflex War as you maneuver yourself to political or military control of the Federation. Setting is the modified background for Shrike's old game, which if you played before is nice to have but not required to understand the setting and tone which is basically UC Gundam with touch of Macross combined with magic.

There are three primary stats for this race to control, being Military Sway and Political Sway and Arcane Sway. They represent holistically your general control and support over their respective spheres. If you gain 50 points in any one sphere or 60 points combine total in 3 spheres you my attempt to Consolidate your power, which can trigger a civil war if your unwise enough or willing to take a gamble which would bring the game into the next level of play, or start the countdown of your political Accession in which the other players desperately try to knock you out. You can burn 5 points of sway to either buy success for a project, recruit new units or deny your rival sway of his own. Every player starts with 10 points of sway in their chosen main action type. If you are reduced to less then 3 you are vulnerable to direct assassination attempts or political exile.

I expect the game to update every 1-1.5 weeks.

Player Actions:

Military Actions:
Military Sway Order (Domestic): Organize a training exercise, or fleet parade,
Military Strike Order (Domestic): Have your personal forces strike at rival faction clique. [High Risk High Reward]
Military Sway Order (Foreign): Conduct military exercises on the borders, such as in occupied Ban Uchar or in Galactic North on the border with INSTEL.
Military strike Order (Foreign): Launch a military action against a hostile power, (can trigger off-screen war which draws more forces away from Endus and focus of the game).
Military R&D: Design a prototype unit for your use, or give it to the greater military for political sway.
Military Recruit (Domestic): Spend your energies trying to convince a already extant Federation force to join your cause directly.
Military Recruit (Foreign): Send agents out to hire discrete mercenaries.
Court-Martial: Levy charges against your fellow officers.
Political Actions:
Senate Sub-Committee: Drag a rival in front of the Senate in attempt discredit them, attacks political or military sway but has the risk of backfiring.
Filibustering: Put yourself in the news on some hot-button support, gains political support, but also may push political support to your oppostion.
Lobbying (Generic Political Sway): How things get done in the Senate is through basic backroom politics.
Blackmailing: Attempt to gain a hold over prominent official or economic interest for their support.
PR Campaign: Get friendly faces in the media to spin you into a hero.
Budget Expansion: Give a friendly military force extra manpower or units at expense of some political sway.

Arcane Actions:
Can not not be used with a general action
Recruitment: Obtain new apprentices
Blessing: Buff a military unit or political figure
War Wizardry: Directly join into a military action.
Curse: Debuff
Combat Archeology: Find lost tomes of power, or advance mecha
Necromancy: Restore lost units from past wars or dig up the secrets of dead politicians (add units or political sway)
Research: Recover or invent new relevant spells (difficult)
Summoning: Summon forth extra-planar horrors or creatures to fight for you

Player Archetypes

Battlefleet Officer:
The Federation Battlefleet is what most Enduscarians think off when they think the military. The endless arrays of Sirisu class carrier-cruisers, and the ubiquitous MK5 Ibis mobile suit. Battlefleet remains home-ported three main fleet bases in the Endus system and its ship total numbers nearly 800 hundred.

Battlefleet Officers get:
2 Military
1 General Action
4 Cruiser-Carriers
Each has a squadron of mobile-suits (12)
2 Escort Squadrons

And their choice either of two of the following:
1 Fleet Carrier with 120 Mobile Suits
1 Dreadnought with 36 Mobile Suits
4 Gundam Equivalent MS

Frontier Fleet Officer
The Federation Frontier Fleet is what most foreigners think of the when they think of the Federation Military, dominated by the largest mobile constructions since the legendary Freeman Empire's battlemoon, the mobile battlefortesses, there are five of them currently active in Endus Federation aresnal, with two more under construction, and a sixth with the lost expeditionary force sent to chase after the Rmasters. While not as flashy the other main Frontier Fleet unit known to all are the strike-carriers capable of supporting being a task force in themselves. Many of them are deployed in Ban-Uchar as support of the occupation there.

Frontier Fleet Officers get:
2 Military
1 General
1 Strike-Carrier with 36 MK6 Ibis-Fs mobile suits

They may take either
Astral Jump Drive Upgrade
or
War-Wizards for 1 Arcane Action every 2 turns.

Senators / Ministers
The Senate of Endus is large affair numbering over in six hundred Senators, however, most of them are puppets. You are one of the puppet master, have either being a former officer yourself or connected to the vast military industrial complex.

Senators / Ministers get
2 Political Actions
1 General Action
Senators chose two of the following options.
1 Off the Books Cruiser-Carrier with a Squadron
4 Gundam equivalent mobile suits
Book of Thoth: 1 Arcane action every 2 turns
Ministry: Pick one, Prime Minister, Defense Minister, Senate President, Industry, Finance, or Justice Gives passive sway increase per turn.

SIDEREAL / SOLAR Remnants
The former kingmakers of the Federation and their military bullyboys, they are now the underdogs, being mostly comprised of younger wizards and agents, and officially disbanded. Many of them are living under assumed names and owe a Favor to a patron officer or senator who if they rescind their protection will find themselves soon under attack by the ANTISPELL witch hunter units of the broader battlefleet at game start. As the game goes on and they grow in power or ANTISPELL loses units, perhaps that can change.

Magicans get the following:
2 Arcane Actions
1 General Action

Magicians can pick from 3 of the following
1 High End Magic Gundam they pilot personally
1 Umbral-Cruiser (space sub)
1 Book of Dirty Secrets (1 Political Action)
1 Senior Senate Cache
1 Wizard Team Six

Rebel
A failure state of losing sway to be driven from the Game, but depending on your situation you may have enough inertia to stick around as spoiler (or if you very very very lucky) or come still come out on top. Each rebel will be unique to player.

Misc terms:
SIDEREAL: Effectively the Wizard CIA, they were powers behind the throne so to speak since the start of the Federation and had grown powerful enough to form SOLAR which was their outward military arm. Their unity broke apart under accusations that their leader Seaborne was Rmaster infiltrator, and many of their powerful leaders were lost sealing the planar rift that threatened to consumed the system.

Ban-Uchar: Located "south" and occupying the valuable Gates of Magus, a narrow stretch of passable space between the local expanse of stars under the sway of Endus and the distant more independent arising powers.

Murklim: A world under thesway of powerful necromancers, under their inscrutable reasons SIDEREAL had led expedition there, at great cost to the Battlefleet units assigned to escort them with little said about the success of the mission, but many believe that SIDEREAL had gained a king's ransom worth of artifacts.

Pan-Helios: The extra-solar political institution created by the Federation. A governing body of the majority of the bordering systems, it has a general assembly comprised of member worlds, and the Federation Senate sits as the senior house, making the other worlds varying degrees of Federation vassals and clients.

Senior Senate: Nuclear reactions do not work consistently in this universe and WMDS are are therefor much rarer and more expensive. The Federation has through its long history built up a large stockpile of them to break out if they ever get attacked which has nicknamed the Senior Senate. The last use of Senior Senate device was on the last invading Rmaster invading mother ship. With the fall of SIDEREAL its a tightly control secret that many of the warheads and codes to arm them have vanished, leaving the Federation to scramble to rebuild and regain its stockpile.

ANTISPELL: With the fall of SIDEREAL and SOLAR, the general consensus was not let wizards have too much sway over things again. While magic is useful it needed to be tightly control and ANTISPELL has two goals subdue former rogue wizards and indoctrinate those with the Gift. They have sizable forces scattered out Endus and beyond and in-theater of game have five strike carriers at the ready to go after renegades with units specialized in anti-magic training.

Global Military Police: Domestic peacekeeping and police force in the Endus system. They report to the World Security Director that reports to the Justice Minister.

 
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Lupusrex the Parhelion, FKA Albeleo Pergamon
-Pilot of the BRX-2-1 Gundam Balor
-Captain of the Umbral-Cruiser Tailtiu
-Commander of Strike Force Lugh
-10 Arcane Sway
-Patron TBD

Lieutenant Pergamon of Strike Force Lugh is a veteran of the Sixth Reflex War, his heroic feats of wizardry in defence of the Federation rewarded with nothing but inquisition and exile following the disbandment of SIDEREAL and Rotirimus Seaborne's fall from grace. Unlike the many castouts from SOLAR, however, Albeleo and his small team of wizard cadets and fellow veterans have been able to avoid a lifetime of pursuit by the ANTISPELL witch hunters and persecution from the new regime thanks to the generosity of [Senior Minister TBD].

Now known to all but his closest associates (and his patron, whose avaricious clutch holds their collective fates) only by his callsign, the young masked magus Lupusrex flies his heavily masqueraded Gundam Balor unbeknownst to ANTISPELL as the Pan-Helios icon known as the Parhelion, while furthering his patron's own agenda in the shadows, carefully masking his Gift and SIDEREAL legacy while biding his time for the right moment for him to seize his own destiny.
 
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Callisto Azurespire, the Purple and (former) Strike Force SURTR

Type - SIDEREAL Remnant
Assets - 1 Senior Senate Cache, 1 Wizard Team Six, 1 Book of Dirty Secrets
Actions - 2 Arcane, 1 General, 1 Political
Sway - 10 Arcane
Patron - ???

Callisto Azurespire, the Purple


Callisto isn't old.

Compared to the ancients of SIDEREAL and SOLAR she is but a minnow, swimming in a sea full of terrible leviathans. In days long ago Callisto was but a faceless mask in the sea of magi that served the Federation, a career officer who's aspirations amounted to living till seventy and collecting her pension. She had no particular loyalty to SIDEREAL after all, it was just what her family had done for generations.

Go in, go out. That was her motto.

And then calamity struck.

Seaborne's purges upended Callisto's world. Powerless, she saw friends and family pulled away into obsidian excision chambers. The Azurespires, once a great and venerabe magi family, was torn asunder, its greatest scions murdered for the slightest whiff of opposition. Callisto only survived not for her loyalty or political acumen but by pure cowardice; she spared no reaction even when her half-sister was sent into interrogation. As her world fell apart Callisto could only keep her head low, for anything else would have sent her too into the obsidian.

Ultimately, it was that that saved her. Her status as an unassuming pencil-pusher, as an apathetic cog in the SIDEREAL machine, it was all that cleared her name. Through all this she had even appeared to have her loyalty confirmed, promotions slowly coming her way when before there were virtually none. Operations Manager for the Mastery Department. Vice Director for Clionian Affairs. Third Secretary of Verge Intelligence was Callisto's crowning achievement, a position (relatively) far from the reaches of SIDEREAL's central command and of considerable influence. Through some stroke of luck she had entered the good graces of the Old Men of SIDEREAL.

But that did not mean she forgot.

Within the Verge Callisto began plotting her revenge. Scheme upon scheme was thrown out as quickly as it was dreamed up, for who could stand against Seaborne and his inner circle? Callisto befriended enemies, contacted dissidents, sabotaged SIDEREAL efforts; all while keeping a public-facing image of excellence.

And then came the Sixth Reflex War, and the astral and daemonic hordes.

Callisto, like many of her peers, was recalled to Endus. During the war she was tasked with managing Strike Force SURTR, who quickly distinguished themselves in fierce combat with demonic forces. While most of the war saw Callisto in command posts far from danger that did not mean she saw no combat; the few times she entered the battlefield so great was the damage her violet flame wrought that she earned the title of 'Purple'.

The end of the Sixth Reflex War saw the archmagi of SIDEREAL exiled into foreign dimensions. The Federation rejoiced, as the grip of the magi was finally broken. By all rights Callisto should be happy, should be satisfied that the monsters of SIDEREAL were gone.

Yet she is not.

Seaborne and his cabal might be exiled, but they are not dead. They have not paid for their crimes, of lost family and lost friends. They have not paid for shattered Azurespire, whose domains lay forever desecrated by the hands of Roristrim's personal guard. Callisto's motto has long been cast aside, revenge instead clouds her mind. It matters not that SIDEREAL is gone. It matters not ANTISPELL dogs her steps. She will see the archmagi of SIDEREAL return from their exile, so that she can slay them once or for all.


Strike Force SURTR

A SOLAR formation officially raised at the beginning of the Sixth Reflex War. Curiously, Third Secretary Azurespire was responsible for many of the strike force's recommendations, and rumours quickly spread of it serving as Callisto's personal retinue.

While there exists a kernel of truth, reality is nevertheless somewhat different.

While most of SURTR was at least somewhat opposed to Seaborne's rule, many continue to believe in SIDEREAL's authority over the Federation. None of them possess the same seething hatred Callisto has of Seaborne, instead believing that his exile to anti-reality is satisfactory enough. All of SURTR possess a personal loyalty to Callisto due to a myriad of reasons however, and continue to follow her on her doomed quest, no matter their reservations. This has only been exarcebated by the fall of SIDEREAL and ANTISPELL's hunt; SURTR has nowhere else to go.

This has not stopped SURTR's Commander, Aron Greenwood, to occasionally fiercely clash with Callisto.
 
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Senator Alie Lorene Myst

By Kugi Bucket

2 Political Actions
1 General Action

Senate Bonus
-1 Off the Books Cruiser-Carrier with a Squadron
-Book of Thoth: 1 Arcane action every 2 turns

~
The world is a worn canvas. Many came and went with their own ideals, goals, and values they wishes to inflict. The strong wanted to create a world that they alone dictate right and wrong, the weak wanted a world where the boot is removed from their spine, the greedy wanted everyone to play their game, and the altruistic wanted to do no harm.

It is wonderful.

All the conflicts, all the emotions, and all the echoes rippling from one corner to the next, creating the condition of perpetual tides. Tides too wasteful if left alone and unattended. The force of history is powerful enough to bring about miracles, even wash away ancient marks and begin anew……
~
Alie Lorene Myst is a merchant, specifically in equipment and tool of warfare. If there is an open conflict, she enflamed and profited from it. If there's a simmering conflict, she removed the explosive fuel and sold merchandise through intermediaries. Military and rebels live and die by the powder she touched, be it from manufactories in her influence or through the many trade networks she spun.

Nearly everyone knows of the death merchant senator, and yet she is regarded not as a symptom of systemic evil but as a champion of social services; with dozens of charitable foundations running orphanages, charter schools, and hospices in her name.
~
 
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Rear Admiral Mathias Caddel [Frontier Fleet Officer]
A relative youth who joined Frontier Fleet out of a sense of wanderlust and adventure thrust to the rank of Rear Admiralship via surviving the fires of the Shadow War, the Sixth Month War, and the occupation of Ban-Uchar. Mathias has been pushed to political and military heights simply due to his continued ability to survive where his predecessors could not, alongside a surprisingly broad understanding of magical phenomena and his propensity for collecting wizards of various calibers and walks of life. A habit picked up during the height of the Shadow War to help blunt SIDREAL's magical capabilities that he has carried on throughout his career after the first ship he served upon was lost to extra-planer horrors induced through a trapped cargo container found drifting in the wreck of a freighter. SIDREAL's collapse was an opportune time for him to expand his collection of magical artifacts and his Rolodex of wizards to call upon even as ANTISPELL's formation cracked down on the arcane population.

With his formative experiences during the Shadow War of short sharp actions against nominally Endus forces, Caddel has found the nominal peace a blessing, but also fragile and stillborn. Few of the structural issues that the Federation had were fixed, merely patched over, all signs pointed towards another great conflagration where brother would fight brother once more. So Caddel began to prepare for that eventuality with his nominal independence, aided by his arcane connections. Perhaps one day the Federation will be a place of peace and stability, but the road there is long yet.

- 2 Military
- 1 General
- 1 Strike-Carrier with 36 MK6 Ibis-Fs mobile suits
- War-Wizards for 1 Arcane Action every 2 turns.
- 10 Military Sway
 
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Endus Locations
Endus System
Yellow main sequence: Aozpi

Mining World and Factory World: Erzla
Large world close to Aozpl, its presence to the star means its easier to pierce dimensional barriers and obtain arcane resources from with the occasional foray of things coming back

Hellworld: Exr
Once a outpost of Paradisum, it was destroyed during the Godswars, being slowly reterraformed, its air is polluted and the rad count is high, its now half open air prison on the main continent and slow burn archeology dig site)

Capital: Enduscare
Ancient world, its sixty percent water, with three main continents, with the main continent being covered in large megacities.

Endus Orbits:
Home to plethora of space colonies, military bases, and orbital factories and shipyards built up over a thousand years.

Asteroid Belt 1: Solomon's Ring
One of the blessing of Endus was being rich in natural resources that even a thousand years of consumption had barely touch. Endus has three large asteroid belts home to countless mining operations, small time bases and hideaways and brigands.

Acrane World: Sariel
Former home of SIDEREAL, beneath its rusty colored sands lies artifacts going back before human civilization, SIDEREAL maintained the magic seal on the planet by use of 5 great wizard towers, each home to an Archmage, the towers were destroyed and the base cities around them abandoned. Currently Sariel outside of the polar cities where Endus military maintains occupation garrisons on remaining factories is abandoned and under quarantined.

Asteroid Belt 2: Hector's Ring

Jovian and its subsystems: Saiinov
Saiinov is home to second most concentration of people and industry in the system, having over sixty moons, and one of the home ports of the Battlefleet

Asteroid Belt 3: Tiamat's Regret

Ice Giant: Zircah
Frontier Fleet maintains outpost here, guarding the ruins vast technolomagic ruins left behind by the Rmasters who had turned the Ice Giant sub system into base of operations in their quest to take Sariel.
 
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Points of Conflict and interest.
Note: List is not exhaustive and will be added to as the game progresses.

Ban-Uchar: Desert and rocky world whose system would be only remarkable for the magically inclined "lion-men" natives, except for it the fate it controls the much traveled Gates of Magus. As result of one their shamans breaking the Seal on Sariel in attempt to bind the demonic hordes for conflict back at home, the Federation wisely responded by occupying the world which now staggers under the weight of both Battlefleet and Frontier Fleet, the Global Military Police, and ANTISPELL, and Panhelios auxiliaries. (1 turn distance away)

Star Kingdom of Gwynedd and the Magus Cluster Pact
The Star Kingdom is newcomer to interstellar affairs after it arose from being a client state of the former dominant power of the Impiraght of Gael Cyngi. Ironically the threat of its own annexation of Ban-Uchar was one of the motivating factors of the civil unrest there. Relations between the Federation and Kingdom and its alliance are terse but profitable with current situation more of a behind the scenes cold war for numerous worlds between the two powers past the Gates, with the one hiccup being Kingdom indirectly supporting rebels on Ban-Uchar. (2 turns distance away)

INSTEL:
International Stellar is uneasy alliance of nations underneath the control direct or indirect of one of the last remaining artifacts of the pre-Godswars era, a Red Dawn Slave Unit (attempt of the previous COMINSTEL to build their version of the Freeman Empire's battlemoons). A vast ancient AI mobile fortress / factory that has allied with or conquered five worlds under its banner. Its expansion paused betwen the 3rd and 4th Reflex War when it engaged it skirmish the Frontier Fleet who had deployed astral beacon to allow for the MSF-Defiant to jump in. The main human nation of INSTEL is the world of Trembly whose leadership tries to moderate the more doctrinaire AI battlewagon. (3 turns away)

Murklim:
Graveyard of Empires. Its origins are murky, but the rumors of its riches both in material and arcane have seen expedictions launched by countless states, most ending in diaster and strengthening the Graveyard Fleet and the Boneyards of the surface. The Impiraight fell into civil war after its High King died there with his heir. (2 turns away past the Gate of Magus)

Mastery of the Suns:
Distant land of the fallen Rmaster Empire, year Astral Portal is opened open up by arcane machinery designed by Sidereal to transport supplies, troops, and ships to reinforce the garrison over Rubicon and to allow those weary of campaigning a chance to return home. The Endus Expeditionary Force is considered to many be a vast untapped store of strength if they can convince them to return back home. (Every Turn 3 of the Year a gate opens up to interact with the EEF for the turn)
 
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Vice-Admiral Moriah Beryl
Type: Battlefleet Officer
2 Military
1 General Action

47th Fleet
4 Cruiser-Carriers (Enki, Inanna, Ninurta, Adad)
Each has a squadron of mobile-suits (12)
2 Escort Squadrons
1 Dreadnought with 36 Mobile Suits (Enlil)
1 Fleet Carrier with 120 Mobile Suits (Marduk)
---

Veteran of the Sixth Reflex War, Beryl watched militant mages throwing their malignant magics around, battled hordes of astral beings and demonic entities, and crushed them with firepower and the ever growing forces under her command. She started the war as merely an Captain, but within the progress of a few months commander after commander perished until she found herself first as an acting admiral over a small fleet, and then into an official position over a proper task force. Demonic incursions on her vessels were met with fire and at least on one occasion, destroying overrun compartments of a warship with fire from nearby vessels.

In the aftermath of the conflict she had conducted her perfunctory requirements to purge the mages from within her own ranks, officially, and in accordance with her reputation, having all mages dealt with within a single day. Unofficially, rumours swirl that a few 'intelligence officers' on her vessel might be off the book mages, but unsurprisingly she isn't terribly fond of anyone sniffing around the secret compartments on her warships.

Despite her reputation for doing whatever was necessary for victory, those that actually serve under Beryl know that she is much more concerned with her own fleet then the rumours would say. Doing what she could to preserve her crews when possible. While crossing her or failing to meet her standards for the readiness of her ships is a quick way to the brig or punishment detail, she uses her weight and influence to ensure her crews have whatever equipment they might need, and near constant double rations. Even going so far as to spend from her own personal pay to allow such things to happen. Afterall, loyalty buys many things money can't.
 
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Warden Admiral Rhein Direstanze

Once a prodigious naval officer serving directly under Rotirimus Seaborne himself, Warden Admiral Direstanze remains seniormost among the SOLAR officers permitted to continue serving Enduscare. Catching Seaborne's eye for actions during the Murklim Incursion that remain classified to this day, his ascent through the ranks saw him in one of SOLAR's most prestigious postings at the onset of the Sixth Reflex War, Captain of the SOLAR Flagship Wiseman.

The destruction of Sariel's Seal brought Direstanze's entire world crashing down as SIDEREAL was forced to confront the damage its Shadow War had done to the homeland they had ostensibly sworn to protect. He watched as entire populations sacrificed as cities and space stations were transformed into the unholy ritual altars of the demonic invaders, his own family counting amongst the victims of the astral incursion. Untethered by Seaborne's disappearance after spearheading the counterattack on Sariel, Direstanze defected to the SOLAR dissidents, determined to ensure that the abuses of power that nearly led to Endus' destruction would never happen again.

Yet the old sins are truly never gone. Scant years later Direstanze watches from his post as Warden Admiral of Sariel's Gate as the ad hoc government formed in the aftermath of SIDEREAL's dissolution threatens to unravel, bringing the nightmare of a Seventh Reflex War into possibility. Commanding the single greatest concentration of force available to Enduscare short of the mobile battlefortresses and a crew of hardened ex-SOLAR veterans, he has had no shortage of offers to align with one political clique or another and knows from bitter experience that those tensions are about to finally come to a head. However he looks to the future with clear eyes. No matter what price he has to pay, he would never permit another breach of Sariel's Seal.

Assets:
2 Military Orders
1 General Order

Wiseman
4 Cruiser-Carriers (One mobile suit squadron each)
2 Escort Squadrons
 
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Shannam
Legal Name: Rebecca Shannam



Type - SIDEREAL Remnant
Assets:
* Umbral-Cruiser, Weal and Woe
* Senior Senate Cache
* Vassago, The Gatekeeper (Gundam)
Actions:
* 2 Arcane
* 1 General
Sway:
* 10 Arcane
Patron:
* [SECRET]

SIDEREAL left many things behind when it fell apart and its leadership vanished, including some that most definitely were not planned to be ever left unattended by the wizards that grew too confident in their own power. Even worse, the chaos of the new Reflex War and the associated destruction savaged what records of such remained, so the ones left behind to pick up the pieces can only guess the whens, the whys, and the hows. (in particular, "how anyone thought it was a good idea")

Legally registered on SIDEREAL payroll as Lieutenant Rebecca Shannam, officially an aide on the staff of Inspector Braggodah and connected to the Black Fleet, Shannam is in actuality a fragment of an outer horror, summoned a long time ago and bound with seals potent enough to almost make it think it was actually the human it held the form of, tasked with safeguarding the Federation's Senior Senate stockpiles, a gatekeeper of the single most devastating arsenal in known space. Rarely called upon, most of Enduscare military personnel and even SIDEREAL spooks only ever saw a silver-haired woman quietly sipping hot Alkentair cocoa in some of Federation's highest-security areas, rather than the nightmare of sinew and bone the size of a battle mecha that lurked in the shadows. For its - her? - own part, Shannam came to like the Federation and its ideals, and seemed content to let time pass like that; with the absence of dead apprentices and cracking seals that needed to be regularly strenghtened, she became a mostly forgotten spectre guarding an arsenal that would hopefully never have to be used again after the defeat of Rmasters.

Unfortunately, when the great seal of Sariel was broken by the lion shamaness of Ban Uchar, the quiet days have ended. Not content with breaking the Five Sisters, the attacking forces also sought the Senior Senate warheads themselves, to use their power to open their seal even wider. During the fighting, they apparently assumed that Shannam was bound against its will and, if unleashed, would naturally side with its liberators, finally putting cracks in the seals that have went untouched for over a century, ritual annoited with the blood of Federation personnel defending the warheads. It did not quite go as planned.

Once the war against the demonic invaders concluded, Shannam was left without anything even resembling a master, a thin but technically functional legal cover, a sizeable cache of still-functional nuclear warheads that she felt personally attached to, a true body that was easily the match of even the most advanced mobile suits in the system, slowly returning memories of the true extent of her power and a Federation that, while rotten, seemed willing to finally mend its ways. Commandeering a largely abandoned but still-intact umbral cruiser, using reanimated corpses and summoned lesser entities for most of its crew and renaming it after her favourite brand of cocoa, she set out to help the Federation as her alien mind saw fit, unshackled by magical or moral boundaries, with a distant, seemingly impossible goal - nothing short of a seat in the Senate itself. Currently, she is evading an arguably well-earned ANTISPELL hunt thanks to the involvement of a certain admiral, with whom she made a dread pact and bonded over mutual hatred of felinids.

Truly, a Dark Lord of Democracy was born.

Fun Facts:
* Originally, Shannam was not what was sought to be summoned at all; she claims to have essentially hijacked the summoning ritual, beckoned by the ongoing crisis of the time, the actual military-grade astral summon ending up with another mage entirely, apparently a young student of the arts. She claims that the results were "very funny".

* With SIDEREAL high-ranking sorcerers largely gone and libraries of knowledge (and blackmail) lost, it's uncertain if Shannam is the entity's actual name or the one she acquired when bound into human form and flesh. But does it matter at this point, really?

* While she has a human form most of the time, she is a fragment of greater astral horror, referred to in the oldest records as the Voyager. With this, comes considerable power, but there is also not much that can actually be done to conceal her actual nature from anyone with proper training or equipment as a result, particularly as the cracks in her seals that gave her the human form widen. Aside from the obvious, it also presents a very specific complication for her senatorial plans. Will the people vote for an astral senator just because she has a Federation ID? Signs point to special forces bursting in through the windows.

* In terms of sorcerous ability, specialises in matter transmutation, biomancy, energy manipulation and spatial geometry alteration, although the first two's ability to turn local area into nightmarish hellscape only has been used a couple of times, most recently during the Ban Uchar attack; this is mostly her innate power rather than any actual skill as a mage, however. (admittedly, "energy manipulation" is in practice mostly just a codeword for "lasers") A lot of this knowledge and her innate power was stuck behind her seals, though, and only started leaking out when the lionmen cracked them. Who knows where this will eventually lead? (only enough research and archeology arcane actions can tell!)

* "Vassago" is the military codename given to her true body. Approximately the size of a mobile suit, it has six primary arms and varying number of smaller secondary ones, resembling a hardened, skeletal version of her undisguised form, some comparing it to an "eldritch knight" of sorts. Very few people have actually seen it in action, though, and even less of them are still in this physical reality after the Sixth Reflex War.

* Weal and Woe is technically a boomer-type umbral-cruiser, designed specifically to ensure deployment of Senior Senate devices, larger and heavier at cost of some other things, like carrier capacity. It was docked with the station containing the Senior Senate cache Shannam was guarding at the time the lionmen and their allies attacked, with most of its crew getting massacred in the process. The survivors aren't in the best place mentally right now, but it's either sticking with her or getting arrested by Federation authorities at this point, and nobody fancies being on the receiving end of ANTISPELL court martial when Federation's nuclear arsenal is the topic of the inquiry. Renamed from Hashashin after Shannam's favourite brand of imported Alkentair cocoa.

* Doesn't actually particularly want to bring in her main body into the physical universe at this point in time for various reasons. Not that a lot of people would just take her word for it, given Federation's most recent astral entity-related experiences.
 
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Senator Jonas Franklin


Senator

Born into one of the oldest families on Endus, Jonas Franklin came as the latest in long line senators and officers. Rather than follow the family business and spend a couple of decades in the Fleet followed by election to the family Senate seat, young Jonas chose to serve in the Frontier Fleet. A gifted pilot, Jonas quickly rose to ace status fighting various rebel forces, quickly earning the call-sign "The Fox." He refused several promotions that would have forced him permanently into a captain's chair or worst a desk and became the highest-ranking mobile suit pilot in service. As the malignant forces of SOLAR began to assert themselves, Jonas was one first to join the shadow resistance movement and through the use of his natural charisma and strong force of will he rallied most of his command and went rouge. Playing an important role in the resistance, he fought in many of the battles of both the SOLAR shadow war and following Sixth Reflex including the final battle against the demonic forces where he was wounded twice over: the first being the lost of his left eye and the second, far deeper cut, the death of his lover, a War-Witch named Fredrika, who died saving Jonas' life.

With war over and Jonas now a hero and effectively disqualified from flight status, he resigned his commission and quickly ran for and won his family's ancestral Senate seat in a snap election. With that Senate seat came a host of connections and alliances stretching hundreds if not thousands of years in both the government and various corporations that seeks the Federation's largess… Plus some other connections that are
perhaps less legitimate and open than others. With his more legitimate family connections and the charisma that served him well as a pilot Jonas secured a seat on the all-important Defense Committee and several of its sub-committees where he began to plot his next, and perhaps life-long, campaign to save the Federation. A committed patriot dedicated to making the Federation actual live up to its ideals, the Senate gave Jonas a new battlefield to wage his war against the corrupt bureaucrats, opportunistic militarists, hidden remnants of SOLAR/SIDREAL and anyone else who threatened the safety of weakened Federation.

Assets:
2 Political Actions
1 General Action

1 Off the Books Cruiser-Carrier Haydée with a Squadron
Ministry: Defense Minister. Gives passive sway increase per turn.
 
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Prime Minister Alaric Thorn
Senator

2 Political Actions
1 General Action

Senate Bonus
- Book of Thoth: 1 Arcane action every 2 turns
- Prime Minster. Gives passive sway increase per turn.

Sway
10 Political Sway.

A former General who has just resigned from military leadership to campaign for the post of Prime Minister, Alaric Thorn is known for two things: His near total support for ANTISPELL against the illegally operating remnants of SOLAR and SIDERAL, and the somewhat clunky but intimidating cybernetics that have replaced his face, legs and one arm.

While a man of little renown before the war, years of front-line fighting chewed through the Federations ground forces as no foe ever seen before had. Officers of the ground forces died like flies in the conflict and within only a few years he found himself commanding a significant portion of the federations army. Having served with distinction until the end of the war, his bid for the seat of prime minister was secured through an explicit alliance with the military, significant political struggle against the dying remnants of SIDREAL's old political order and the distribution of what wealth he could gather to the common soldiers whom had won the war for the Federation.

Alaric is a man of the military through and through, and holds little attachment to the rotting structures of the Federation. Idealizing the structure of military command he sees in it a panacea to the decline of the Endusian nation, a body whose members and methods of advancement hold a stronger standard of discipline and decency than that of the old scheming securocrats of SIDERAL and which lacks the inherent flaws that have turned the senate into little more than a house of bribery and corruption. Using the springboard that recent events have granted him he intends to secure the tidings of the military against all other contenders for power and to bring about an end to the era of stagnation and weakness that SIDERAL had long encouraged. Broadly he can be seen as a populist, keen on supplying the demands of the people when he is capable of doing so and is held in reasonably high regard by the general population for such actions.

Despite his hatred for the old system, he seems to hold little against magic and witchery itself and has couched much of his political work against SIDERAL in merely its abuse in the name of political violence and control. Informed views on exactly why he seems to have taken this position are scarce, but for those who guess to his reasons the options are many. Perhaps he himself is a crypto-magician, seeking not the destruction of the art but rather only the corruption it onset. Perhaps he intends to use a lighter hand to recruit those who might have gone underground to the service of ANTISPELL. Perhaps he seeks ultimate power and intends to acquire puppets that might aid in that regard by giving them a chance for mercy or power with their organization dead. Regardless of the case for his interest in the eldritch he seems keen that the Federation learns from its past in these regards and does not make the very same foolish mistakes that brought the Sixth Reflex War into being in the first place.
 
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Financial Minister Andrew Mc Wetson
TYPE - Minister
Action
-2 Political Actions.
-1 General Action.
ASSET
-1 Off the Books Cruiser-Carrier with a Squadron
-4 Gundam equivalent mobile suits
-Financial ministry.
SWAY
-10 political sway.

~
The world is a game, from the smallest piece to the largest player.

Passion, Ambition and Desire fueling the game since the drawn of human history.

Winner or loser, such is the nature of the game.

Who then are you in this grand little game?
~
Andrew is a businessman doing business.

Where there is profit to be made, he is there, that is simply how it is.

A man with many slices of cake, both literally and figurately.

Many clubs and gatherings, with friends both high and low.

Concern of a man wearing suit, on the seat of great influence.

Worry not for Andrew the man of the people, for he is but a businessman doing business.
 
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Rear Admiral Liane Rokall
Actions:
  • 2 Military
  • 1 General
Assets:
  • 1 Strike-Carrier with 36 MK6 Ibis-Fs mobile suits
  • Astral Jump Drive Upgrade
  • 10 Military Sway
Bio: The Federation reels from the recent string of wars it faced, and as far as Rear Admiral Liane Rokall is concerned, it's the fault of ever plotting wizards. Obsessed with schemes for power, SIDEREAL fell into infighting, leaving the Federation exposed to greater dangers, of course also brought about by mages. Rokall, a veteran of these conflicts, desires to prevent further catastrophes such as those through greater control and restrictions upon the mages. As such she has been an eager participant in trial runs of the Astral Jump Drive, seeking to expand capabilities through science rather than the whims of untrustworthy mages.
 
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NPCS
Marshal Randal Sloan - Global Military Police Director - NPC General
2 Military Actions
1 General

Direct Force Assets
1 Gundam Squadron: Skull-Breakers
1 Off the Books Umbral Carrier with MS
2 Off the Books Cruiser-Carriers

Marshal Sloan is rare political player in the game of Federation politics being a ground pounder. The majority of the Federation ground forces are under the auspice of the Federation Marine Corp, Federal Armies are only raised in times of war due to with excess units raised from conscription using the Global Military Police as training cadre. While the Federation Army was dissolved after the end of the Sixth Reflex War, the fame and glory that General Sloan had won during the combat had not, and he road his popularity into riding high into top most officer billet of the GMP and increased budgets to go along with it.

Sloan is known to be an ambitious man, but few know how far his ambitions lie.

President Morgan Haughten-Rhys -Politican NPC
-2 Political Actions.
-1 General Action.

Assets:
Book of the Wiseman
Ministry: Office of President

The Office of President of the Federation has been for its history mostly a ceremonial figurehead postion often given to elder politicans who are still comment great respect and power, but are too old to be direclty in the great game, and what power the office brings comes from what the politican had before arriving. For Morgan Haughten -Rhys of the ancient Senatorial House of Haughten-Rhys, his power is two edge sword. The Haughten-Rhys like House Bleakwood is household name, for the political clan had its shares of heroes in the Federation's long history and also its fair share of powerful wizards. His cousin Glennon Haughten-Rhys was one of the Inspectors of Sidereals, one of the 4 great archmages, who had mostly stayed neutral in the Sidereal shadowwar and head been the animtating factor of getting the two sides to agree to team up seal the astral invasion. Morgan Haughten-Rhys had been during that war an admiral in battlefleet and won honors for himself that he was able to quietly retire to take his father's seat in the Senate, as well as custody of SIDEREAL's black book of political skeletons which he used to protect his family, but was soon outmanuvered by SIDEREAL's enemies into being appointed the replacement President when the old one stepped down.

Now stuck in a ceremonial office for the next eight years, he chaffs against the contraints, knowing that if he leaves his glided cage, his enemies might take more direct actions against him, and has been with judicious help of his Black Book begin to assemble his own allies where he can and bit by bit give more authority to Office of President, which has recently seen its bodyguard upgraded to 4 of the line gundams.

MERU-13 -NPC Wizard
* 2 Arcane
* 1 General

Direct Forces Assets
Project X5003 Nephlium (PRaYER MOD 2)
1 Umbral Cruiser
1 Wizard Team 6

The MERU Corp of Sidereal is the stuff of nightmares for both its allies and enemies. Grown in vats, modifed heavily with cyberenetics and aracne encahenemtns, an average Meru pilot had more in common with the ancient Exalim Exalters then normal humans. Most of the Corp was lost during the final battles to reseal the rift, one such unit survived along with its attendant warship and support staff. Meru-13 has attached herself and her men to the President due to his ownership of the Black Book.
 
Thomas Doe (public) / Jonny Side (Functional/historic) /Unknown (Original name)

Former SOLAR operative, currently retired to one of the Orbital habitats and "under" ANTISPELL observation.

Avilable actions:
2 Arcane Actions
1 General Action
1 Political

Asset:
1 High-end Magic Gundam they pilot personally (Shadow gundam)
1 Umbral-Cruiser (space sub)
1 Book of Dirty Secrets (1 Political Action)

Sway:
-10 Arcane

A former deniable asset of SIDEREAL/SOLAR's, Jonny Side has become something of a boggy man in the after years, often hyped up as a symptom of the SIDEREAL S corruption. Of a man pushed too far and seeking to purge any corrupt politician that crosses his path. An example of a mage that went too far and what ANTISPELL seeks to eliminate and prevent.

And all are true. Technically. But it's also so much more.

His early history was fairly mundane, A rich little kid to a politician lost to time. A nice easy life that ended in an explosion, a burning mansion, and his uncle pulling him out of a fire and saving his life.

He would go on to enlist in SOLAR at his uncle's urgings once he recovered. To fight to prevent more terrorist attacks like the one that ended his childhood and took his parents lives. It was a profession he took quickly, rising through the ranks of the Marines, until one day he vanished, abandoning his original name.

That day was the day his uncle inducted him into a secret part of SIDEREAL's operation. Here he would grow further in skill, strength and magic, striking at SIDEREAL's enemies from the shadows. Where he would serve them loyally until near the end of the Fifth Reflex War, till after a particular nasty and stressful battle that he got into an argument with his uncle and commanding officer. He forgets what it was exactly over, just that it was something Trivial, all he remembers about that day is a single line from his uncle. "I should have just left you to die when I killed your parents."

By the end of the day, everyone on the ship he was on was dead, apart from a small crew that was utterly loyal to him. That would serve him loyally as he sought to bring down the corruption that infested the Federation, a task he would devote himself fully while the Sixth Reflex war raged on. Unofficially, he has been noted as the one who acquired much of the evidence that brought SIDEREAL's actions to public light. This, and his Service to ANTISPELL during its formation, is perhaps what let him semiretired to one of the Colonies under passive observation under the assumed name of Thomas Doe.

Of course, they still call on him for the occasional favor or task they can not be associated with. Task that he is more than willing to take up. For he knows he has become their monster.

And if they ever stray from their path and goal, he will eat them like the good monster he is.
 
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Jane's Select Guide to Mobile Units of Endus Federation
Battlefleet

MK 5 Ibis Mobile Suit
The Ibis Mobile Suit originally began life as SIDEREAL Black Fleet unit with the Mk3 being prominently used during the Shadow War, the MK 4 was used during the Sixth Reflex War by SOLAR, and MK5 plans were delivered to Battle Fleet after the dissolution of SIDEREAL and Solar. Despite its origin its become a popular war machine of the Battle Fleet.

MK2 Hoplite
The Hoplite and Legionare Family was the primary mobile combat craft of Battlefleet and Frontier Fleet before plans of the superior Ibis was given to them. In secondary formations and in reserves caches across the Federation they can be seen. Several hundred have been sold off to corporate or friendly foreign governments, with a considerable number of them winding up in hands of pirates, brigands.

Frontier Fleet
MK6-F Ibis
The Frontier Fleet variant of the Ibis is Frontier Fleet exclusive variant, built with enhanced electronics, which saw weight reduction spent on increasing the durability and speed of the unit.

VF-5 Legionare
The Variable-Fighter program was created by the Frontier Fleet in response to two threats. First was the lost of prestige when SIDEREAL's paramilitary Black Fleet began showing up with superior mobile suits, and two the threat posed by INSTEL's considreably advance aviation wings and super fighter program. Concieved as a fighter with the versability and suriablity of mobile suit, the program never quite achived the lofty goals of its designers, but the units did do well enough to countined limited production even if the greater Frontier Fleet moved onto Ibis model.

SIDEREAL / SOLAR
AW-3 (Nephilium)

It is minor truism that advance magics and electronics do not go well together as the etherics involved tend to disrupt the laws of reality that make advance technology possible. It is possible to harden electornics against it with proper warding if expensive. Originally built from the limited production run of the SERAPH program, the Auto-Warlocks were designed to allow average wizards to better channel their magical might into boosting their own piloting skills and turing them from backseaters in two manned units to single pilots in unit capable of being mass produced for mages not powerful enough to warrant bespoke units. The Nephilium was built using the PRaYER field generator and made in limited run of 200 units and transformed average mages into monster pilots, though it had bad habit of creating and negative resonance within the minds of the pilots making them variably unstable while piloting them and heping further the bad name of SOLAR. Offically the SIDEREAL factory that made them was lost in the 6th Reflex War, but unoffically there is a race to find it.

AW-X (Seer-Breaker)
An Autowarlock built for the Archmage Beatrice Bleakwood for dangerous forays during the Shadow War. It had achived legendary status amoung the Shadow War for driving off a fleet lead by Seaborne when apprenticed confrented former mentor, resulting in Seaborn commonishing his own unit The Grimore. The Grimore was last seen sealing the barrier, the Seer-Breaker was seperated from its Arch-Mage by her mystrious disappreance in the final days of the 6th Reflex War and is belived to hidden in one of the remaining SIDEREAL caches.

ANTISPELL
AW-4 (Throne)
Post-War unit for magi asscioated with ANTISPELL though many units have fallen off the back of trucks or been commandered by political influence to their pet magi. Effectivly a IBIS skelton with the bits and bobs of the SIDEREAL Autowarlocks without the dangerous resonance fields or the PRaYER drives, made up for it by use of summoned familars to serve as control intellegences for autonomos drones that can be launched during battle.

Others
RMASTER Bioroid Fighting Unit
Leftovers from the Rmaster invasion of Endus, the Bioroid Fighter named for its pilots, was a sturdy easily mass produced model built en mass by the factories that the Rmasters had left a trail off on their long journey towards Endus. With their defeat, the unit has become a bog standard pirate unit as source of Frontier Fleet's attention to find more of the Rmasters caches or hidden factories.
 
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Jane's Select Guide to Capital Ships of the Endus Federation
Battlefleet

Sirisu Cruiser-Carrier
Replacing the venerable Admiral Agaris cruisers during the Murklim Operation, the Sirisu has been a solid fleet combatant known for its durability, hangare space, and firepower, with over three hundred units in service with Battlefleet along. For many non-politically connected Endus captains this highest they will go unless they gain a patron or win a great victory. Less common are Sirisu's in hands of private forces, mostly politically connected Private Military Companies under a Senator's patronage.

Prime Minister class Fleet Carrier
With a history going back over a thousand years, there is plenty of names of Prime Ministers to harkon back to, and to buy cheap favor with the Senate as invariably the political dynasties meant even the most obscure will have a relative still kicking around. Designed as the largest ship for serial production, each fleet carrier has a dedicated flag officer CIC as well as minor autofacs that given sufficient time can replenish the machines if not the pilots.

Bastion class Dreadnoughts
The most deadly direct line combatant short of the Mobile Fortress, the dreadnoughts are new design for the Battlefleet whose admiralty had always had bit of inferiority complex regarding the capital ships of Frontier Fleet. Noticeably the plans make use of several innovations found in the ruins of the Rmasters motherships, and while having thick armor makes extensive use of exotic force-fields to both move and protec the craft as well as shape and guide the heavy beam cannons longer range then normally would be possible.

Admiral Poincare class Battleship
The other most common capital ship in the Battlefleet inventory is the aged and constantly modernized design of the Admiral Poincare class which first saw active duty in the 4th Reflex War. Total inventory saw over 250 of the ships before the 6th Rellex War, but losses had cut into that dramaticaly leaving only 185 left in active service.

Frontier Fleet
High Lighting class Strike Carrier
Due to the need of the Frontier Fleet to operate beyond easy refuel and repairs in ports, they have always had a tedency to overbuild their ships and make them superlative. The latest model built off the same ruins of the Rmaster motherships as the Battlefleet Dreadnoughts have access to the same force-field technology with select units being part of a test bed for minaturized version of the astral jump system that EEF used to take the war to the Rmaster Empire.

Mobile Battlefortresses Victory and Endurance (Under Construction)
Generally the MBFS are bespoke, but the two current MBFS is another expriment in the Endus industiral might to see if they can't crack the problems of serial production for these bethomes. Larger then most battlestations, these two units use a mix of hybrid designs for powerplants by studying ruined battlemoons of the Freeman Empire, engine shape and placement by the Rmaster motherships wrecks, and the thousand year history of the Endus battleflorts since they repurosed the hulk of the crashing Aurora Victorie when it crash landed on Sariel after falling out of a Ether Storm.

SOLAR
Saladin-N class Umbral Cruiser

The SIDEREAL Black Fleet was named due to its offical off the books nature as in the original charter SIDEREAL was allowed very limited military force under its direct purview. In the aftermath of the 4th Reflex War and its dommination over Sariel as its own personal world, the wizards got around the ban on having major warships under their command by applying a loop hole regarding umbral vessels and made the majority of their fleet of Umbral warships. With the resources under their command with Solar, the clunky umbral subs of yesterday became sleek deadly umbral fish capable of fighting and winning in real space bleeding edge tech researched and discovered in ancient dig sites SIDEREAL controlled combined with arcane might. The Saladin-N model is effectively pocket battleship size firepower in cruiser hull modified to house up to 4 mobile suits. Common tactics was for effectively a flight of Saladin to surface into real space, deploy their load of Nephilums and then dive back to umbral till the battlefield was under control.

Hero class Siege Cruiser
Built in large numbers between Murklim and the Shadow War, the Hero class was unhappy design for SIDEREAL which was expressing concerns about the ability of the aging Admiral Poincare and their crews to handle enemy battlewagons. The Hero was the first real voidship to be home built and design by Sariel's factories is effectively a very large mobile cannon utilziing stellar leylines to fire magical raw energy at long ranges with fair rate of fire, outside of that it relies on its scant few CIWS. During the skirmishes that made up most of the Shadow War, they were ineffective on both sides, but during the 6th Reflex War when in acting in squadron strength with support of mobile units and in support of wall of battle, they provided effective in helping quickly bring down bigger targets. After the Reflex War the remaining sixty units were mothballed and placed in Sariel orbit, as both Battlefleet and Frontier Fleet lacked the necessary magepower to man them nor did they want to attract the ire of ANTISPELL.

ANTISPELL
Inquistor class Fast Strike Carrier

ANTISPELL maintains a fleet of 25 of such vessels. Little is known about these vessels other then they have Astral jump capability, the firepower of dreadnought and the carrier capability of strike carrier, and they are built with Primium, an expensive alloy capable of negating magic effects. In the bowels of these ships, is where wizards deemed enemy of the state are dispatched to never been see again. One unit the Leliel commanded Commodore M.DuThaire is seen as the most active witch hunter located in Ban Uchar and is is called the Great Shaitan by the locals there for her brutality in stamping out the shamans who summoned the creatures that killed her children.
 
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The Umbral Knight

Legal Name: Lukas Anacletus Solbert

Type: Fallen SOLAR Knight
Assets:
*Umbral-Cruiser [Saladin-N Class] Artful Execution of Intent
*Shadow Ledger [Book of Dirty Secrets]
*Armaments of the Firmament [Senior Senate weapons Cache]
*First Shadow Squad [Wizard Team Six]
Actions:
*2 Arcane
*1 General
*1 Political
Sway:
*15 Arcane
*0 Military
*3 Political
Patron:
*President Morgan

The man known broadly as simply "Knight Solbert" was once a member of the SOLAR force deployed and utilized by those known as SIDEREAL. As his father before him and his sister after him, he stepped up to the very edges of the world, the place between Darkness and Light, and he held the wall for the masses of their home. He stood alongside good men and women who fought, bled, and died to drive back the horrors from beyond existence. They stood in the gap so that others might live.

Then came the apocalyptic battle at The Rift. It was there his father burned his soul to ashes helping seal the rift, alongside his other mentors, his friends, and his lover. Only Lukas and his sister and her beloved ship captain were left of their ragtag band of traveling heroes. And then the treachery of the Federation was revealed in full. Their anger at the fruits of their complacency, and fear of the power that the mages wielded, meant they cared not for the truths of their treason. They attacked while the ragged remnants of the SOLAR force tried to regroup after the Rift to what might as well have been Hell was sealed, keeping uncounted billions safe from a fate worse than damnation. They struck, and suddenly Lukas was alone, tumbling in an escape pod as he watched the worn but well-loved Admiral Agaris that his brother-friend had proudly commanded crumple and burn.

He was picked up two days later, barely sensate, by one of the few remaining Umbral Cruisers of the SIDEREAL fleet that still flew free, commanded by one Captain Pietri, an old friend of his father's. Lukas had a ship, he had his soul-blade, and he happened to have one tome of arcane knowledge, but for a long moment he thought he had nothing. Then he remembered one final stash his father had told him of; a book his departed mother had kept, of some of the darker secrets of those who walked the gilded halls of power. Even better, Captain Pietri informed him that, while their ship had no other mages and no Mecha for now, it did possess the coordinates to a small cache of the rightly-feared Senior Senate weapons. Within the week, they had quietly slipped to these locations and retrieved the terrible weapons, barely escaping ahead of an ANTISPELL strike force.

Now Lukas must strive to gain the power necessary to punish those who have transgressed so deeply. They betrayed the mages who defended them, eh? Well, so be it. They would be betrayed in turn, and lessons would be taught. They were clearly petulant children in need of discipline, and he would scour every planet and moon for the knowledge, the power, the tools, and the allies to do just that.

The age of Light was coming to an end. Now it was time for an age of darkness.

Edited to be accurate as of start of Turn: 2.
 
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You probably want to DM Silence orders and delete them from the thread, given I believe their supposed to be private.

Also for this not in the Discord, it might be good to join. Channel is #enduscare-gundam.
 
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