For The Tyrants Fear Your Might (A quest of interstellar rebellion)

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For The Tyrants Fear Your Might (A quest of interstellar rebellion)
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You know in Cyberpunk Dystopias when they talk about offworld colonies, and the universe beyond Earth? Well, in this case you *are* one of the offworld colonies and you've just gone into revolt against your corporate masters.

In a world where Humanity lies under the thumb of Big Mammon, as the democratic legislature of a newly independent frontier colony, you will use vigorous diplomacy, military might, clever espionage, subtle stratagems and a can do spacer's spirit to make that independence stick and make the universe a much brighter place. Or you can be smothered under the heavy hand of the imperial core's repression...
April 2251: Independence

AKuz

Been Better
Location
A Rising Tide of Horrors
Pronouns
She/Her
Environmental collapse: by the end of the twenty-first century these two words held the doom of the Human race as increasing catastrophe and decreasing resources dealt body blow after body blow to the increasingly fragile governments of Humanity. Even the increasing growth of orbital technologies couldn't save a rapidly collapsing human economy from its own appetites.

Then a miracle: The Korolov-Chandrasekhar gate, a revolutionary technology for creating artificial wormholes that gave humanity access to the stars. Within a decade dozens of extra-solar colonies were funneling raw materials back to Sol which sat at the heart of the new Solarian Compact.

Earth's new lifeblood was conducted to Sol via the auspices of a dozen newly created corporations, the first of the Stellar Charters; privately owned entities of vast scope and nearly unlimited remit in their territories.

Under these dynamic new entities Earth was rejuvenated nearly overnight into the beating heart of a vital and thriving interstellar civilization, the words environmental collapse all but forgotten.

That was two centuries ago, since then, the Stellar Charters have only grown more powerful, and while the Compact is strong enough to bring any single Charter into line it cannot hope to corral all of them.

Each Stellar Charter hypercorporation is a nation unto itself, possessing worlds, fleets, armies, and populations in pursuit of ever growing profits.

-

It is now 2251 and until this past week the might of the Charters had never been seriously tested.

Your world is, in your unbiased opinion, the queen of the colonies, and most beautiful of all of Humanity's worlds. Founded by one of the Stellar Charters that provide the resources that keep Earth alive, your world is:


[ ] Gaia, in the Cornucopia System: A world where every inch of land is covered in green, Gaia was discovered on the trailing edge of a volcanically-induced ice age. The prodigious amounts of ash turned this world into an instant breadbasket. There are even a few indigenous species of plant which are human-edible and have turned into Heartland delicacies.

Settled by the Cernunnos Charter, Gaia is the breadbasket for huge swaths of Compact space and home to labs on the cutting edge of medical and biological sciences, but sadly lacking in heavy industries and military might.


[ ] Pacifica, Crucible System: The cool archipelago world of Pacifica forms the center of Rhodes Mining's HR efforts, filled with family housing for workers, retirement homes for former workers, and the ever-expanding resource extraction machine.

Crucible forms part of the support infrastructure for Rhodes operations and is directly adjacent to the highly industrialized Foundry system that forms the heart of Humanity's industries outside Sol giving Crucible a dangerous location for a fledgling rebellion.


[ ] Athene, Alexander System: The source of much of Ares Conflict Systems' recent product development, the mysterious world of Athene is jealously guarded from prying eyes. Much of the system also serves as a convenient training and firing range for Ares' own military arm. It's an unusual contradiction—nearly all Ares spaceborne contractors have been through Alexander at some point in their careers, but few have set foot on the habitable jewel in the inner system.

While the mysterious system has its own industries and military facilities, it is not self-sufficient and cut off from Ares logistics may be unable to feed and supply itself off of its own resources.


[ ] Intelligence and Wisdom, Ascension System: Only recently settled, this incredibly rare dual-terrestrial system was only revealed by Omoikane Innovations Group after a spate of buying and corporate conflict had depleted much of the other Charter's liquid reserves, and was thus auctioned to them with little conflict. It's not hard to see why, between the two near-virgin planets and the total of 4 jump points.

Though the most distant habitable worlds that Humanity has ever settled, and lightly settled at that, Omoikane has made Ascension home to Charter space's most cutting edge laboratories, and built the infrastructure and light shipyards necessary to support another round of energetic exploration and survey in frontier space.


[ ] Elysium, Radiant System: The preeminent communications hub of an entire region of settled space, Radiant hosts no less than 6 jump points—the theoretical maximum according to current models. A large number of far-flung mining and agricultural worlds all meet here—and with that funnelling comes trade and prosperity. All roads might not lead to Rome today, but most hyperlanes lead to Radiant.

Settled by the Hermes-Ishtar corporation, Elysium features not only high end resorts and bountiful food supplies but is home to some of the most influential studios and creators in Compact space. Though the system has little in the way of military might or industrial power it is home to a heavy concentration of high end courier manufacturing and maintenance yards, Hermes-Ishtar supplemental laboratories, and the storage servers for a quarter of Human space.

-

Despite your world's wealth, your world was not your own. The Charters' monopoly on power has seen you system squeezed, your working class population living impoverished in sprawling shanty-towns, your middle classes precariously employed in the uncertainty of the gig economy and your upper class composed near entirely of the earthborn children of last generation's earthborn Stellar Charter rulers.

Opposition to the Charters' and their Earth Compact lackeys came from many corners; the underground labour unions, the suppressed intellectuals and students, from the dispossessed and downtrodden of all types. But for generations the opposition wasn't powerful enough to do anything but struggle in hidden futility.

But last month that all changed. No one quite knows where it started or when. You just know that the regular food riots and student protests spread beyond the capacity of the corporations and their mercenaries to control. That orbital labour strikes paralyzed the corporate fleets. That the factory workers seized their workplaces, that the students took control of the universities, that the underpaid and overworked spacers turned the white hot engines of their cargo haulers and freighters against the surprised corporate warships in their docks.

This month democracy flowers on your home. For the first time your world is holding elections to build a new new constitution and a new government. You are the new representatives of a new System Legislature. Much hope is being placed in you because you not only have to realise the dreams of the masses of newly free citizens, but preserve that newly found freedom against the attempts by the Charters, and possibly the Compact itself, to re-enslave you.


A/N: What is For The Tyrant's Fear Your Might?

You know in Cyberpunk Dystopias when they talk about offworld colonies, and the universe beyond Earth? Well, in this case you *are* one of the offworld colonies and you've just gone into revolt against your corporate masters.

In a world where Humanity lies under the thumb of Big Mammon, as the democratic legislature of a newly independent frontier colony, you will use vigorous diplomacy, military might, clever espionage, subtle stratagems and a can do spacer's spirit to make that independence stick and make the universe a much brighter place. Or you can be smothered under the heavy hand of the imperial core's repression...

This quest is also a team effort, @Cyanblackstone and @Amorous Intent are also contributing to this, and and assisting my dumb non-STEM ass as technical advisors, as aside from a single handwave, for mechanical simplification, (you try plotting out astronomical relations between dozens of stars across hundreds of light years!) all the technology in the quest has a basis in proposed real world science and technology that is backed up by sources.
 
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Status Panel/Codex
THE ALL-RADIANT CONGRESS


Setting Information
The Solarian Compact:

Initially formed as the Solarian Treaty Organization from the ashes of the old United Nations Security Council, United Nations Office for Outer Space Affairs, and the Global Climate Relief Organization in the worst decade of Earth's environmental collapse. The STO was originally a body tasked with overseeing the granting of offworld mining permits and the purchase and distribution of the resources to countries struggling from climate change.


The advent of the Korolev-Chandrashker gates and the construction of the first one under STO oversight in 2063 led to the beginning of the transformation of that body into the de facto single governing body of the Human species.


Reorganized into the 'Solarian Compact', the first Charters were granted to massive corporate conglomerates to explore and exploit the cosmos for Humanity with little to no regulation or restriction.


In the early decades, the Solarian Compact oversaw the construction of KC gates in the systems closest to Sol and began the process of granting colonization rights to the most habitable worlds within that region with colonization rights granted to a number of national and international blocks.


With the growth of the Solarian Compact's power came calls for the body to become more representative and democratic, and in 2099, the Solarian Compact held its first elections and constitutional convention, inviting representatives from the Sol system and the five systems that held permanent Human settlement.


Over the course of the 22nd and 23rd centuries the Solarian Compact has held fast to what it sees as its duty to act as the mediator and financier of the Charters, the unifying agent of the disparate first Human colonies, and the guarantor of interstellar peace for Humanity.


As of 2252, the three most important bodies within the Solarian Compact are the Solarian Parliament -Located on Earth, the Solarian Compact Navy -based in the Korolev-Chandrashker system, and the Solarian Central Bank, -based out of the Columbia System.

Organized as a liberal democracy, with universal suffrage, the Solarian Compact is theoretically overseen by three equal institutions: the Solarian Parliament, the office of the Solarian Secretary General, and the Solarian High Court.


Though the Solarian Compact prides itself on being a Constitutional government, the actual original document merely outlines the terms of admitting new MPs and High Court Judges, and the electoral procedures of the Compact Parliament, with subsequent Parliaments meeting to add items like the Declaration of Property Rights, the founding of the Central Bank, the creation of the Solarian Navy, and the Laws on Freedom of Navigation and Travel being added later.


The Solarian Parliament is made up of two thousand six hundred and twenty seats representing ridings on Earth, Columbia, Atlantis, Penglai, Olduvai, and Epsilon which are elected every three years to a Parliament that meets in the New York prefecture of Earth.


Though the many frontier colonies do not have direct representation in the Parliament due to being owned and operated by private entities, their inhabitants are considered 'Absent for Employment' and may register with a home riding and submit a physical ballot (for security reasons) by courier from when polls open until they close. Though this process was suitable for the closely settled regions of space at the time of the ratification of the Compact Constitution in 2100, the rapid growth of Human settled space in the century and a half since has seen the de facto voter suppression of over 90% of Human settled space.


At the first sitting of each new Compact Parliament, the assembled members will elect a Secretary General and a slate of Ministry officials on a majority basis, and those individuals will oversee the executive branch of government and day to day operations. Though the average Compact Parliament contains between seven to nine parties in each Parliamentary sitting, the vast majority of seats belong to one of either the Party for Human Rights and Liberties or the Justice and Development Alliance and have since the very early 2100s. The governments formed this way can be brought down by losing the confidence of the Parliament for example, by failing to pass a budget, the process of finding a majority government will repeat again.


Though a democratic body that has maintained stability for over a century and a half, the Solarian Compact Parliament has been dogged by accusations of dynastic politics, Charter influence, voter suppression, regulatory capture, inability to reign in the Banks and MIlitary, and corruption at all levels.


Separate from the Parliament is the Solarian High Court that consists of eleven judges that serve terms of up to thirty-three years, with each new sitting of the Compact Parliament selecting one judge from a list provided by the governments of the six main worlds of the Solarian Compact. The High Court rules on matters of adherence of laws to the Solarian Constitution, and have been accused of serving as an arm of the Charters, though this has been strenuously contested by the Solarian legal profession as a whole.


By law the Solarian Compact also oversees a number of other important institutions including the Earth Reconstruction Commission (In a permanent public-private partnership with the Earth Reconstruction Association), the Solarian Central Bank, and the Solarian Compact Navy, though these important institutions often exhibit an alarming degree of autonomy from Parliamentary control.


The Charters:

The result of a cleverly conceived merger between specialty transport vessel manufacturer Titan Staryards and Private Military contractor Martian Military Solutions, Ares cut its teeth not just supplying material to the skirmishes between Mississippi Shipping and United Starhaul, but in supplying military contractors to both sides.


The professionalism of Ares mercenaries and quality of Ares gear led to the rapid expansion of business opportunities for the company and investment skyrocketed even after the Mississippi-Starhaul war ended in a hostile takeover of Starhaul by Mississippi.


Thanks in part to Mississippi debts held by Ares, when the RT-2102 Gate was opened up for settlement strategic maneuvering saw the Compact grant Ares mining and settlement rights to the newly opened system.


The rest, as they say, is history. Leveraging the immense resources of the Alexander system with their existing military expertise, Ares expanded nearly exponentially over the following century. While they maintain a dominating edge in the military field, they now integrated companies in fields from agronomy to personal fitness centers to xenobiology.


Internally Ares very self consciously styles itself as a hierarchical military organization complete with a semi-formal rank structure and an ethos of respect for the chain of command, professional courtesy, and treating your subordinates with respect. In practice Ares is hidebound, authoritarian, filled with passive aggressive sniping and rampant empire building.


While Ares remains headquartered on Mars, they have holdings in several systems and own the distant system of Alexander outright.

Rhodes Mining


One of the three original Charters that the Compact granted, Rhodes considers itself the singular reason that Humanity survived ecological collapse and spread past Sol. Immensely wealthy, over 52% of all material mined and processed by the entire Human race has passed through Rhodes hands at one point or another.


While founded merely to provide Earth the vital materials that it needed to rebuild itself after the lost decades of ecological collapse, Rhodes quickly expanded into all areas of the economy to support their mining, refining, and processing operations.


Dedicated to their vision of logistical chain efficiencies they've developed an entire chain of star systems into an efficient production center based around the resource rich system of Foundry, and the nearby feeder systems of Ecrams, Qem, and Crucible.


Rhodes considers itself home to a version of meritocracy built on hard work, education, and good old fashioned personal drive. This has developed over time into a stratified internal divide between the rank and file workers, the lower level management, and the highly lauded senior management. Each class lives in entirely separate worlds, attending separate schools, consuming different products, and leading very different lives in what many observers have labelled a de facto caste system.

they make food and medicine, the 120 year old CEO is kinda creepy tho?

Techbros, some of them science, some of them explore

Born from the union of Hermes Interstellar Services and The Ishtar Group, the Hermes-Ishtar Corporation owns and operates not only the communications backbone of Compact space, but much of the content that crosses over it.


The results of increasing consolidation of pre-spaceflight communications infrastructure and content creation and management firms, Hermes Communications and Ishtar Entertainment Group were both part of the second round of Charters established after the advent of the KC gates.


While Hermes quickly established operations throughout Compact space, their waystations, couriers, and communications repeaters a common sight in every corner of Human occupied space; Ishtar Group mainly limited their own operations to Sol and the Radiant system, where Ishtar owned and operated the world of Elysium to support their many projects.


Following a wave of Compact space wide reorganizations following the Mississippi-Starhaul conflicts of the 2130s, a desire for complete vertical integration on Ishtar's part led to a mostly amicable union with Hermes in 2139.


Since then Hermes-Ishtar have dominated all communications across Human space with only the privileged internal high-level communications of the other Charters managing to avoid consolidation under Hermes-Ishtar.


While Hermes-Ishtar make a great show of respecting individual creativity, initiative, and drive from their employees; in practice this amounts to rampant internal fighting involving the parasocial personality cults of different "genius" inventors, artists, and executive that rise and fall inside of Hermes-Ishtar at a dizzying rate.

Sketchy buggers, they can get you anything tho


Historical Topics:

Between 2036 and 2071 the Democratic Federation was the governing body of much of Earth's Western Hemisphere.


Initially comprised of a Federation of Socialist, Anarchist, Communist, and other far left social movements, militias, and political factions controlling regions of Earth's North American continent during and after the decline and collapse of the United States of America (1776-2034) due to the effects of unaddressed climate change amplifying existing political and economic crisis.


Eventually solidifying into the governing body of the former United States of America, United States of Mexico and the Dominion of Canada, the Democratic Federation embarked on an ambitious program of cultural revolution and economic reform designed to mitigate and reverse the effects of the climate change crisis.


As the patron of much of the central and southern western hemisphere, the Democratic Federation attempted to chart a course of environmental restoration separate from that of the Solarian Treaty Organization (In 2063 reorganized into the Solarian Charter), choosing not to contest Eurasian and African domination of outer space.


Having never existed out of crisis conditions, a combination of pre-existing economic damage, sabotage, and instability drove the Democratic Federation into decline in the Grey Decade of 2062 to 2070 and eventually forced the Democratic Federation to ratify a series of treaties giving the Charters economic access to Federation member states in order to conduct vital reconstruction work.


A last ditch uprising by radical elements in 2072 to eject the Charters from the Democratic Federation failed when Solarian Compact peacekeepers were called in and in seven months of street fighting pacified most of North America's key urban centers via strategic use of orbital weapons on the areas of greatest urban resistance.


Though guerilla warfare would continue in the Western Hemisphere for another three decades, the Democratic Federation was officially defunct by December 2072 and parcelled out into a number of Charter owned reconstruction areas under Compact authority.


Today radicals still pine for the four decades that the Democratic Federation attempted to build an alternative to the emerging Charters, and the polity's distinctive black, red, and green flag is brought out for each and every Great Black Summer. Well into the twenty second century, riots were often accompanied by demands to 'Avenge the Martyrs of 72!'.


Despite this underground extremist nostalgia, Charter and Compact schools teach that the Democratic Federation was a collectivist state whose iconoclastic behavior saw the destruction of famous landmarks like Mount Rushmore, Stone Mountain, and other monuments to Liberal Democracy and the Free Market in a mad attempt to remake the human race, but whose doctrinaire adoption of command economics saw them unable to deal with the ever-changing complexities of climate change.


Misc Details:

The first five systems to hold permanent Human colonies are known as either "The First Sisters" or "Earth's Daughters", depending on who you are asking and their political persuasion. From oldest to youngest, these worlds are:


Columbia: settled by billionaire American expats and tens of millions of refugees who had fled the unfolding revolutionary violence of the North American continent several years beforehand. Columbia was founded under a vision of fidelity to the American dream and to prove the indomitability of the soul of the United States of America and liberalism in the face of the red flags of the (North American) Democratic Federation. Fiercely loyal to the Compact and the dream of Charter prosperity, and home of the Solarian Central Bank, Columbia is often known as the "Gilded World" in reference to what many see as a return to American Gilded Age wealth and social inequality. Ares Conflict Solutions' central command is located here.


Atlantis: With colonization rights to this majority oceanic planet initially granted to the waning power of the European Union, the nations of the EU opened up colonization opportunities to other allied powers, especially Russia and Egypt. Atlantis was often seen by the EU as a place to dump unwanted refugees from outside of Europe's borders, and Russia and Egypt's tendency to see the world as a genuine project led to the usurpation of colonization rights away from Europe in the mid 2080s. Known today as the most restive of the first wave of colonies, Atlantis is the most skeptical of Charter power and plays a delicate game of wealth redistribution to underwrite the greatest social security net in Human Space. Cernunnos is de jure headquartered here.


Penglai: Originally the world in the most need of terraforming of the original colonies, Colonization rights were granted to the People's Republic of China and their allies after a lackluster bidding campaign. As China's focus was mainly on attempting to stem the damage of climate change on Earth herself, colonization of Penglai initially lagged until the Chinese Politburo struck upon the strategy of subcontracting colonization rights to Pacific adjacent nations suffering from the rise of that ocean. As colonization unfolded in the early 22nd century Penglai became known as a multicultural mosaic as hundreds of millions from across the Pacific settled and intermingled on the wine darkened shores of that world. Known today for its vibrant cultural milieu, violent clashes between labour unions, and private police, Penglai hosts the headquarters of the Hermes-Ishtar, Omoikane and Rhodes corporations.


Olduvai: With Colonization rights granted to a coalition of African nations at the height of the 'African Century', the African Colonization Organization did not see their colony as a refugee destination, dumping ground, or resource colony like their fellows. Instead the ACO saw the colonization scheme as an opportunity to preserve and export the rich traditions and cultures of Africa on their own terms, fully intending to set up healthy and self-sufficient colonies. To the current day, Olduvai has the closest relations with the home nations and is the heartland of Daughter sentiment and a bedrock for the Party for Human Rights and Liberties.


Epsilon System: While not technically a single world, the cluster of heavily inhabited space colonies in the Epsilon system are always considered the 'Fifth Sister' or 'Fifth Daughter'. As the most mineral rich system of the original colonies, Epsilon was the source of many of the materials that helped pull Earth through her darkest hour, and the system was recognized for their efforts by being invited to send delegates to the 2099 Solarian Compact Constitutional Convention. Epsilon is famous for its people's long roots in spacing and for being the headquarters of Mississippi Shipping Interstellar and thus the most heavily trafficked system in history.
Technologies
Nanomanufacturing, summary:

The contemporary gold standard for manufacturing. These devices use mechanosynthesis, a process that guides chemical reactions by placing reactive molecules with atomic precision. Ribosomes in the body's cells use a form of this method.


While the largest units can create objects up to 2m x 2m x 2m, smaller units (halving the units each time) are viable on basically any human scale. Projects larger than this size (such as ships or buildings, need to be either grown layer-by-layer via nanofabricators attached to robotic arms, or assembled from smaller parts through traditional assembly line, dry dock, or construction processes.


In principle basically anything can be made with these devices, and some materials can only be manufactured via these methods in microgravity. All manufacturing patterns in Compact Space feature Charter DRM using embedded explosive molecules like octaazacubane or cubic gauche nitrogen that will damage a disassembler or x-ray machine making reverse engineering of their products difficult.

A common part of 23rd century life is the near ubiquity of Artificial Intelligences in daily life, from consumer grade VIs through specialist TLIs, controversial AGIs, finally the perpetually 10 years away Artificial Super Intelligences.


The common consumer will daily run into what are properly known as Narrow AIs, and generally labelled as VI -Virtual Intelligences- by people outside the field. This category covers a broad swathe of techniques, from search and pathfinding to expert systems to genetic fuzzy trees to deep neural networks, which are mixed and matched with each other to optimize for the designed task. VIs are ubiquitous, exceeding human peak skill in their areas of specialization (though real world applications often don't do all that much better than trained humans), and have spent the past two centuries getting augmented with more and more clever algorithmic tricks for improving VIs. In order to do this, the Charters employ large teams of analysts and software engineers to develop clever algorithmic tricks that supplement or outright supplant neural networks, exploiting machine precision where stochastic methods are inadequate.


The use of VIs in everyday life is well accepted by the vast majority of the population, with professionals mixing and matching various consumer VIs to analyse data or assist them with creative or scientific works. Some VI lines are well loved by both the populace and the Charters themselves, with Charter programmers often deliberately leaving VIs with behavioral quirks and unpredictable glitches that not only save money on quality assurance, but are considered endearing traits that lead to anthropomorphization by the consumer market

Despite the mass comfortability and profitability of VIs of all kinds, the introduction of AGIs has been, to put it delicately, controversial. Though computer science has advanced to the point of producing programs that can not only pass the Turing test, but demonstrate sapience and match 23rd century human intelligence, flexibility, and creativity, the public reaction to the introduction of AGI saw the companies of the time rapidly pull them from the market, and even say the Compact itself move to heavily regulate the AI sector.


First introduced in the 2060s, the great tech firms began replacing their work staff with AGIs who did not require food, rest, housing, or pay. This shift led to an alliance between white collar workers fearing that automation would put them out of work and radicals who opposed what they insisted was AGI Slavery, a growing movement that would climax in the First Great Black Summer of 2084. When the ashes of the First Black Summer settled, the Compact's Parliament moved to grant rights to AGIs, and the resulting economic damage saw dozens of formerly great names in computing consolidate under the aegis of several of the first Charters who flaunted their extra-Solarian wealth by buying up prestigious brand names and research divisions on the cheap.


Since the 2080s, while the regulation surrounding AGI production and use have been severely weakened none of the Charters have sought to reintroduce them into the market, perhaps fearing another backlash like the First Black Summer and the few hundred thousand surviving AGIs that were granted Solarian Citizenship rights have found spread throughout the Compact and Charter Space where they usually work at the same white collar jobs whose workers they were designed to replace.

Perhaps due to the risks of attempting to reintroduce AGIs to the market, Omoikane has instead introduced their flagship product the "TLI" or Temporary Limited Intelligence. Approximately as effective as an AGI, a TLI is billed as a more moral replacement for AGI that uses a suite of high end VIs and a proprietary batch of creativity algorithms in order to complete complex tasks.


TLIs are used as a fire and forget program designed to be licensed to solve a single issue, no matter how complicated and then delete itself. Though the TLIs are a black box product, scientists from the other Charters believe that the central creativity algorithm in the TLI is inherently unstable and rapidly degrades in ability with time, making the TLI an instance of Omoikane attempting to market a critical technical flaw as a selling point that is accepted due to the ubiquitous market practice of planned obsolescence and artificial scarcity.


Though expensive, most businesses and successful professionals will keep a few licensed Omoikane TLIs on hand to throw at difficult problems or to supplement manpower in crunch situations.

While AGIs have been possible for nearly two centuries, the promise of a Seed AI, a recursively self-improving general superintelligence, is perpetually 'a decade away from the market', and no successful ASI ever been demonstrated to the satisfaction of the Charters or the Compact.


This is not to say that the Gödel machine architecture or the AIXI model has somehow been forgotten in the past 230 years, but that the Friendly AI problem has yet to be cracked. Every demonstration has either stalled out or gone immediately rampant, attempting to overthrow Charter Space before being stopped by the safety net of Narrow AIs. The small trickle of roughly human intelligence level AGIs that are created every decade typically come from these projects.


Urban legends persist that a few Seed AIs managed to escape and hide out beyond known space, plotting to return and crush humanity, or that they control all of society in secret, puppeting the Compact and Charters from their very foundation and occasionally engineering publicly failed ASI attempts to allay suspicion. These rumours are, of course, patently false, and simply the fevered imagination of crackpots at work, no doubt inspired by entertainment made by Hermes-Ishtar that feature AI supervillainy.
Systems
Map made by @Redshirt Army


The Spinward Frontier:



The Middle Spinward Frontier

The Core Region:

UNDER RADIANT CONTROL OR ALLIED:

The Radiant system is host to a G-class star, only slightly smaller than Sol. The system itself is rather small and resource-poor; experts believe that one or more Jovian planets ejected much of the system's bodies and then followed themselves. This is evidenced by the system's asteroid belt degrading over time, with high levels of eccentric orbits and impacts on planetary surface.


Radiant 1: A rather unremarkable airless iron planet, gravity 0.4 Earth Standard.


Radiant 2: A slightly larger unremarkable airless iron-silicate planet, gravity 0.6 Earth Standard.


Radiant 3: A binary planetary system and the outermost of the Radiant systems' planets.


Asphodel (Radiant 3a): The larger of the Elysium 3 pair, Asphodel might have once hosted life of its own. That life has been snuffed out for hundreds of millions of years, though, as the planet's significant atmosphere began the runaway cycle of your usual hothouse planet. Hermes-Ishtar maintained a significant aerostat and automated surface miner operation for in-house manufacturing, given that the frequent asteroid impacts from the asteroid belt keep digging up chunks of the upper crust and having low-melting-point metals rain out of the sky and solidify, unoxidized, on the surface for collection. Gravity 1.4 Earth Standard.


Elysium (Radiant 3b): Elysium was settled in the late 2190's, being a relatively simple affair. Simple life had already begun to evolve under its oceans, but continued orbital bombardment far past the lengths of things like Earth's Late Heavy Period had kept it there. It was a simple matter of forming up a small anti-asteroid task force armed with tugs and mining lasers to artificially end the pummeling, and the surface proved amenable to Terran life transplants. The colony is energy-self-sufficient, using a variety of solar, tidal, and nuclear power. Gravity 0.9 Earth Standard.


Radiant I: The outermost significant feature of Radiant, this asteroid belt is more a loose mixture of a primordial asteroid belt much like Sol's with a Kuiper belt. The shepherding gas giants which once nudged all these rocks into their orbits are gone, and with it the entire outer system is a maelstrom of chaotic orbits as the belts lose their coherence. This requires constant vigilance from Elysium's anti-asteroid team, but the high eccentricity of many asteroids also makes it cheap and easy to mine the ones that might come Elysium's way, which provides a trickle of basic resources for upkeep and personal goods. All large-scale building and infrastructure projects have been supplied from out-system, however.

A G-K far binary system, Gaid is simply a transit point to Radiant. Gaid's own gate maintenance techs and SAR rotated in and out through Radiant itself. There is no infrastructure other than a set of buoy lines for communications in Gaid A, and nothing in Gaid B.

Gaid A1: An airless world. Quality 10.

Gaid A2: A planet much like mars with a vestigial CO2 atmosphere. Quality 7.

Gaid A3: This planet boasts a methane hydrosphere. Quality 4.

Gaid AI: An asteroid belt.

Gaid A4: A turbulent Jovian planet, its storms would make resource extraction difficult. Quality 5.

Gaid A4a: An icy moon, with tidal heating creating a large ocean under a thin icy shell. Quality 9.

Gaid B1: A molten Cthonian world hosting a simply ludicrous amount of iron. Quality 15.

Gaid B2: An airless world. Quality 10.

Gaid B3: An airless binary system with two near-identically sized planets. Quality 7 and 8.

Gaid B4: This airless planet boasts a large and beautiful ring system, famous as a screen background option across human space. Every few years, a cruise or scientific expedition will stop by for more images.

Gaid B5: A small icy planet. Quality 3.

Gaid B6: A frozen world. Quality 7.

Gaid B7: An interesting gas dwarf sometimes referred to as an 'ice dwarf.' Quality 14.

A close K-M binary, Shei is home to an old Ares penal colony.

Shei 1: A Cthonian world. Quality 15.

Shei 2: An airless world. Quality 12.

Sheol (Shei 3): A boreal world, with a large, decaying ring, the planet features two large continents. The population of the consists of a large prisoner population on the larger of the two continents and a small Ares training base on the smaller. Records show that the prison consists of several million persons convicted to "high risk labour" and dropped on the continent with automatic resupply via Ares contractors and watched from orbit by weapons satellites. Most of the planet's land area is covered in a native tree analogue with a strange multi-stranded trunk.


Sheol is actually home to a population of over 100 million made up of prisoners and their descendants taht Ares was usuing as a live fire training course. Cooperation between Radiant agents, Ares mutineers, and the Sheolites themselves have seen the planet freed.


Gravity .95 Earth Standard. Quality 12.

Watchman (Shei 3a): Once the outer of two moons, this body now boasts Ares' local light shipyards and system command center. Quality 13.

Shei 4: Spiraling in from the outer system, this planet will eventually evaporate near-entirely as it closes towards the dual suns of Shei. Quality 3.

Shei 5: Martian planet with an active methane cycle. Quality 5.

Shei I: Asteroid belt.

Shei 6: Jovian planet with high rotation rate. Slightly squashed as a result. Quality 8.

Shei 6a: An icy capture, this moon will be torn into a ring sometime in the next hundred thousand years. Quality 2.

Shei 6b: Cold Martian planet, covered in a thin layer of water and carbon dioxide ices. Active methane cycle. Quality 8.

Shei II: Asteroid belt.

Shei 7: Jovian planet. Quality 13.

Shei 7a: An icy moon with significant cryovolcanism. Quality 6.

Shei 7b: A tiny icy moon, this is on the edge of hydrostatic equilibrium. Quality 2.

Shei 8: Ice giant. Quality 6.

Shei 8a: An icy moon. Quality 9.

Shei 8b: An icy moon, orbiting in an unusual polar orbit. Quality 9.

Population: 103,000,000

While lacking any currently-habitable planets, Five Lions' large size and potential have made it a significant point of Rhodes' recent extraction efforts. Ambitious terraforming efforts have recently begun.


Carajas (Five Lions 1): A Cthonian ball of iron, it's actively mined by robotic Rhodes-built landers. Gravity 2.3 Earth Standard. Quality 12.


Five Lions 2: A small rocky ball. Quality 3.


Five Lions 3: A rocky ball. Quality 7.


Grasberg (Five Lions 4): A large rocky world, glaciation has rendered it uninhabitable for now, but terraforming efforts have begun to artificially ramp up the greenhouse effect and restore liquid water to the surface, along with mining its ice. Gravity 1.11 Earth Standard. Quality 14.


Five Lions 5: This planet's atmosphere is so significant it verges on a gas dwarf. While a solid surface covered in a thin layer of ice is at the bottom, no reasonable colonization is possible. Quality 7.


Five Lions I: This asteroid belt, along with all the others, is being mined heavily.


Five Lions 6: This Jovian planet forms the center of current Rhodes extraction efforts. Quality 4.


Five Lions 6a: This Martian planet boasts significant ice caps and active plate tectonics, though only a vestigial atmosphere. Debate on whether to put resources into terraforming it are ongoing. Gravity .81 Earth Standard. Quality 17.


Oyu Tolgoi (Five Lions 6b): Home to the local population in covered shelters, this Martian planet, while nearly completely lacking water or plate tectonics, has its own atmosphere. Comet bombardment away from populated areas is ongoing and is already beginning to show results. Gravity .79 Earth Standard. Quality 11.


Five Lions II: An asteroid belt.


Five Lions 7: An unremarkable Jovian. Quality 2.


Five Lions III: An asteroid belt.


Five Lions 8: Jovian planet, its rotation speed has resulted in an unusually calm upper atmosphere. Quality 15.


Five Lions IV: An asteroid belt.


Five Lions 9: Jovian planet. Quality 9.


Five Lions V: An asteroid belt.


Five Lions 10: Neptunian ice giant. Quality 8.


Five Lions 10a: A small icy moon. Quality 5.


Five Lions 10b: A large icy body, this was probably its own planetoid at some point before being captured due to the complex interplays of no less than 5 gas giants.


Population: 15,000,000

A rare system with a brown dwarf orbiting a G-type star (just barely in the limits of what's considered a single system rather than a binary), and with a Jovian planet orbiting that, and on top of that treasure trove a dual ice giant binary, Osliam presents a golden research opportunity, and was bid on by Omoikane despite its otherwise sparce resources and poor habitable prospects.


Osliam 1: A rare hot ice giant, this planet is actively shrinking on a measurable time scale. It must have migrated in as a much larger planet recently.


Osliam 1a: This once-rock-ice moon is now a tiny molten ellipse barely holding together.


Osliam 1b: This somewhat larger moon changes color unusually with its day, as the shade of its parent cools lava to a dull red before emerging back into the light heats the lava back to a healthy orange glow.


Osliam 1c: This entire moon glows dull red in its day, just barely solid, and cools to an unusually smooth moon in its night.


Osliam I: This asteroid belt was probably a planet before Osliam 1's passing tore it to shreds.


Osliam 3: A hothouse planet with a relatively thin atmosphere, it retains temperatures and pressures that are survivable with heavy-duty equipment on the surface—when it's not raining sulfuric acid, that is.


Osliam 4: This small Martian planet seems to have collected some of Osliam 1's offgassing in its move inwards, and has a renewed temporary atmosphere.


Osliam 5a: This planet seems to have survived at the edge of the frost line by siphoning gas off its smaller twin.


Osliam 5b: Barely a gas giant, this planet was probably only slightly smaller than Osliam 5a in the distant past.


Osliam 6: The focus of Omoikane colonization in-system, Osliam 6 retains plate tectonics from the nearby brown dwarf but no atmosphere, an odd combination.


Osliam 7: A brown dwarf, this substellar object long ago burnt its deuterium and now lies slowly cooling, glowing dimly red. It is, however, still giving off a prodigious amount of low IR radiation.


Osliam 7a: Once its own planet, Osliam 7a was captured at some point by Osliam 7, perhaps in the same interaction that threw Osliam 1 to its suicidal innermost orbit.


Osliam 7a1: This icy moon is simultaneously shrinking and becoming more habitable—while its outer layers of ice are sublimating, the fierce tides of its complex interplay with Osliam 7 and 7a are heating the inner ocean to temperatures comparable to terrestrial water sources. Some scientists even suggest a pocket of water vapor is forming under the ice, and may form an internal "sky" for as much as a hundred million years before the outer shell sublimates entirely.


Osliam 7a2: This moon is less lucky; its tides are so strong that they seem to slowly be ripping the moon apart. It won't have the honor of becoming more than an ephemeral ring; the same complex tides tearing at it will rapidly disperse its debris field. While it lasts, though, it's easy water harvesting.


Population: 650,000

UNDER CHARTER CONTROL:


A distant double G binary, Xotreh hosts a small habitable moon around Xotreh B, the smaller of the two stars. As such, development has focused on the second star, despite the fact that the jump points center closer to Xotreh A.


Xotreh A1: This world boasts an active liquid silicate cycle on its surface, with oceans of basalt and continents of granite. Gravity 0.38 Earth Standard. Quality 8.


Xotreh A2: A rather large airless world, its original atmosphere was likely blown off by a massive impact. Gravity 1.2 Earth Standard. Quality 9.


Xotreh A3: A binary planetary pair of airless worlds about the size of Mars. Quality 6 and 8.


Xotreh A4: A hothouse planet with a planet-wide sulfuric acid storm due to its rapid rotation. Gravity .71 Earth Standard. Quality 8.


Xotreh A5 "Cueball": This planet is remarkably similar to Earth—if earth was buried under a kilometers-thick ice sheet across 90% of the surface. One day, as Xotreh A expands and dies, this world will become an ocean planet, but for now it's a cold desert. Gravity .87 Earth Standard. Quality 5.


Xotreh A6: An unremarkable icy ball. Quality 4.


Xotreh AI: An asteroid belt.


Xotreh A7: A Jovian planet, Xotreh 7 corrals the entire inner system in line. Quality 10.


Xotreh B1: This planet must have once been a gas giant at least the size of Uranus before it was sent inwards. Now all that remains is a dense core with a molten surface. Gravity 1.51 Earth Standard. Quality 13.


Xotreh B2: A binary pair of earth-sized airless worlds. Quality 6 and 7.


Xotreh B3: Another once-gas giant, this planet remains far out enough to boast a wholly-solid surface of iron. Gravity 1.64 Earth Standard. Quality 14.


Xotreh B4: A Jovian right on the frost line, its tidal heating keeps its moons on the edge of habitability. Quality 3.


Xotreh B4a "Sushi": An ocean world with massive polar ice caps, Omoikane has constructed a series of seasteads on the equatorial high ocean plateaus where it was feasible to drive foundations into the sea floor a few hundred meters below the surface. These small facilities serve as housing, data storage, and production centers for the research teams studying the dual Cthonian planets of Xotreh B. Gravity .67 Earth Standard. Quality 2.


Xotreh B4b: The lesser tidal heating here worsened the glaciation, and the planet lies under a planet-wide crust of ice. Gravity 1.13 Earth Standard. Quality 10.


Xotreh BI: The close proximity of this asteroid belt makes it an ideal location for resource extraction.


Xotreh 5: This Jovian is definitively beyond the habitable zone. Quality 6.


Xotreh 6: A dense ice giant. Quality 4.


Xotreh 7: Jovian planet. Quality 6.


Xotreh 8: An exceptionally cold Jovian. Quality 9.


Xotreh 8a: An unremarkable icy sphere. Quality 8.


Xotreh 9: This planet would have a massive atmosphere, if it wasn't so cold it all froze and fell to the surface. Only a few degrees above the space surrounding it. Gravity 1.3 Earth Standard. Quality 9.


Population: 54,000

Besides an interesting Jovian-gas dwarf planetary system, Bestreer holds little of interest other than its connections to other places.


Bestreer 1: An airless world. Quality 2.


Bestreer 2: An airless world. Quality 6.


Bestreer 3: This airless world once had a captured moon, torn apart at the Roche limit and forming a ring. A small gate maintenance and SAR team bases here, siphoning fuel and water from Bestreer 5 and mining into the surface for both resources and safe spaces for housing. Quality 10.


Bestreer 4: A rock-ice world. Quality 5.


Bestreer 5: Another rock-ice world made up more of ice than rock. Quality 5.


Bestreer I: An icy asteroid belt.


Bestreer 6: A large Jovian planet, on the edge of becoming a brown dwarf. Quality 15.


Bestreer 6a: This gas dwarf might have become a gas giant in its own right without its massive sibling. Quality 5.


Bestreer 7: Another Jovian. Quality 14.


Bestreer 7a: An icy moon, with an internal ocean buried under kilometers of ice. Quality 12.


Bestreer 8: An icy ball. Quality 10.


Population: 450

G-class star. A transshipping point to Radiant and environs, Mississippi keeps a substantial support crew on hand for possible cargo ship breakdowns or emergencies in-system, due to the slightly increased risk of issues from the absolute shambles of Akleod's inner system. A minor executive has also put together a cheap refueling and battery exchange station.


Akleod 1: Even actively evaporating and leaving behind a trail in orbit of dissipating volatiles, this body is large enough to have usurped Akleod 1a's orbit temporarily until it disappears away or the chaotic orbit of the two throws one into the star or out of the system. Quality 2.


Akleod 1a: The original Akleod 1, its orbit has been badly disrupted by the current, migrating Akleod 1. Which of the two gets ejected is still uncertain despite a decent amount of computational simulation; odds put it at 48-52% relatively. Quality 6.


Gnat's Ass (Akleod 2): A small, loosely-held-together icy body, perhaps what used to be an asteroid belt before Akleod 1's suicidal inner-system dive. It's not yet had time to fully reach hydrostatic equilibrium. Quality 3.


Akleod 3: An icy planet similar to Akleod 1, perhaps an old sibling. Quality 13.


Akleod I: An asteroid belt.


Akleod 4: A Jovian with an unusually elliptical orbit, it's regarded as the culprit for the chaos of Akleod's inner system. Quality 11.


Population: 5,000

As it turns out, transponder codes from regular priority messages through Gaid (now that we can see them, having backdoored the gate control) bear tags from a system, Thoa, along with navigational chart updates for any ships that happen to stop by. Thoa and Gaid both seem to have been nothing more than transit points to the far-more-valuable Radiant for Hermes-Ishtar, but Thoa holds a small anti-pirate base guarding against raiders from Signia. Hermes-Ishtar was apparently serious enough about it to have a converted corvette on station.

All told, the Thoa system holds gates to 2 systems besides Gaid's. There's also an unimproved jump point simply labelled as "dangerous." that leads to Signia

Thoa System Stats:

Thoa 1: A molten mess of a planet, it's hot enough that a residual atmosphere of vaporized low-melting-point metallics exists.

Thoa 2: An unremarkable airless metal ball.

Thoa 3: A super-earth hothouse, this planet would have been uninhabitable due to its gravity even before turning scorchingly hot.

Thoa 3a: A captured asteroid barely on the edge of hydrostatic equilibrium, the Nasty Bastardhad been excavating rudimentary shelters for "leave" for its crew.

Thoa I: An asteroid belt.

Thoa 4: A normal Jovian planet.

Thoa 4a: A moon much like Mars in climate.

Thoa 5: A Jovian planet with an unusual triangular wind pattern at the poles.

Thoa 6: Blooms of hydrogen well up from the core of this Jovian, perhaps disturbed by some recent impact.

Thoa 7: Bathyscapes would find themselves at home on the surface of Thoa 7. Pressures much like that at Earth's seabed keep a crust of ice 3 stable enough robotic drones could walk on it.

Thoa 7a: Unusually, Thoa 7a is the only large icy body in the system. Scientists are unsure of where the others went. As the only easy source of volatiles, the UNasty Bastard periodically stopped by a handful of obsolete volatile collection systems on the surface to top up.

Thoa II: A Kuiper belt of icy objects.

Empty Systems

Kimberly: A fairly unremarkable and empty system, this site was chosen as Rhodes' spinward boneyard—a place for failed experiments, old equipment, and ships so worn they weren't worth maintaining anymore, but were still valuable enough to warrant not throwing into a gas giant or otherwise completely destroyed. For 2 decades a Rhodes-affiliated salvaging contractor worked here, gathering scrap and other valuables, but following high injury and death rates and low returns, the contract (and most non-local dumping) was cancelled in 2247 (4 years before the March Days.)

Kimberly 1: A large rocky planet, this must have migrated inwards from further out in the system a long time ago to be so large so close to its parent star.

Kimberly 2: A Martian planet that keeps a comfortable daytime temperature despite its lack of atmosphere due to a close orbit.

Kimberly 3: A Jovian world.

Kimberly I: This asteroid belt is actually combined with a thinly-spread junkyard corralled by Kimberly's 2 gas giants.

Kimberly 4: A Neptunian world, this planet has several starship hulks abandoned as the closest stable orbit to the gate out. An old deactivation hub orbits in resonance with Kimberly 4a, the former site of a salvaging operation.

Kimberly 4a: The only significant satellite in the system, this icy moon retains a thin crust and a massive subterranean freshwater ocean.

Total:


Radiant:


Gaid:


Five Lions:


Head of Diplomatic Corps:

Name: Amanda Redcrest, Victoria Blackwell, and Kayla Hayashi


DoB: "2222", 2219, 2227, 2224


Current Position: Influential media figure and figurehead of Social Committee propaganda


Not a traditional diplomat, or a traditional individual 'Veronica Stardust' is the persona of a trio of XP broadcasters who have been working together since 2246 and has consistently been one of the most recognized figures across Charter space and is a local Elysian celebrity.


In Charter space those individuals who choose to make money by recording their lived experiences, of all kinds, for later playback are treated with an indulgent disdain by the polite classes as a mix of internet celebrity and sex worker despite the practice of selling XP experiences being common in the poorer segments of society and a smaller portion of the professional middle class attempting to stay afloat in a tight gig economy.


Amanda Redcrest was a former media programmer whose attempts to supplement her income with XP work backfired and saw her fired from her job. Contrarily, Kayla and Victoria both come from lower class backgrounds, though Kayla's attempts to climb into the middle class by earning a marketing degree were frustrated when her lower class status markers and financing of education via XP work saw her frozen out of the job market.


A former collaborator of Kayla's, Victoria had been a rising XP star in her own right and had no desire to change her station, but as her brief celebrity began to fade Victoria approached Kayla to propose the creation of a dedicated broadcasting persona that both would act as. Later bringing on Redcrest, who they'd both done crossover XP work with, to do technical work, the trio used carefully gathered market data and some intuition to create the "Veronica Stardust" persona of an middlingly-intelligent and freewheeling persona who played to the upper class's picture of what depravities and indignities the poorer class must get up to in their spare time.


From 2246 to 2251 the Veronica Stardust persona (performed by all three at various times, though primarily Victoria) produced experience recordings that were nearly always in the top 10 best sellers across Charter space.


Though they enjoyed the wealth that they brought in, the trio increasingly chafed at the market driven limitations of Veronica, and were considering a number of possibly catastrophic brand shifts when the March Days broke out and all three participated in street actions in a private capacity after sending one last broadcast as 'Veronica' to encourage revolt.


Since the formation of the Social Committee the figure of Veronica has been rebranded to serve as the figurehead of Social Committee Propaganda and several major initiatives have been launched with her at the forefront including a highly successful part of the anti-overproduction initiatives.


As part of the now-completed campaign to maintain the charade that Radiant was still under Charter control, Veronica Stardust continued to sell broadcasts to HI media chains, though the trio could not help but begin a brand shift towards a far more intelligent and radical persona.



Pros: XP Celebrity, influential, well known, inspiring to the middle and lower classes


Cons: XP celebrity, little diplomatic experience, three people


Diplomatic Goals: Defeat the Charters in the field of public opinion, push social revolution and freedom of information and communication, cause public opinion to oppose attacking Radiant


Unlocked FRM

Ares Peacekeeping Grade - Access to planetary army formation

Ares Military Grade - Access to mid-sized shipyards, bonuses to planetary army combat. Bonus to completion of Chinook remodeling


Rhodes Light industrial Grade - 10% increase to all mining income, reduced Cost for BLG and other actions that use basic fabber processes

Rhodes Heavy Industrial Grade - Massive discount on mining upgrades, able to unlock automated technologies with Omoikaine


Cernunnos Consumer Grade - +1 to all Soccom actions

Cernunnos Enterprise Grade - NOT UNLOCKED


Omoikane Consumer Grade - +1 to FRM reserach for each two tech bases unlocked (+6 currently)

Omoikane Enterprise Grade - +5 to blue sky research, automation with Omoikane


Hermes-Ishtar Consumer Grade - Your economy doesn't crash when the turn of funding

Hermes-Ishtar Production Grade - NOT UNLOCKED


MSI Consumer Grade - Consumer Goods, Drones, and personal vehicles, +2 to domestic projects in IndComm and SocComm

MSI Enterprise Grade - NOT UNLOCKED


Original Tech

The Box: Fabber the size of a X-box that can, with time, materials and power, print the components for a full sized box. Less efficient, but easy to print and hide.


Defence Coordinator:


Name: Maria Awhina

DoB: 2165

Current Position: Military Committee Delegate from the Radiant Veterans Guild


Born into poverty on Earth as the twenty-second century began to wane, young 22-year old Maria Awhina caught up in radical anti-Charter politics during the third black summer of 2187 and was convicted of property destruction during the rioting and sentenced to serve as a contractor to Hermes-Ishtar until her contract was paid off.


The stark choice of starvation or service to Hermes-Ishtar caused Maria to descend into self-destructive behavior where for twenty years Ms. Awhina continuously volunteered for the highest paid and most dangerous positions that Hermes-Ishtar had available.


Hermes-Ishtar considers Special Operations Lieutenant Awhina to have served with distinction throughout the heavy skirmishing of that era, though Maria herself continues to carry guilt for her service and her survival.


After performing exceptionally well in a hostage rescue operation Awhina was transferred to the Protective Detail Division of Hermes-Ishtar Security, and was eventually assigned to serve as the head of the Radiant Vice President's protective detail.


Over the next four decades she came to see the world as her home, and while her professionalism never wavered, her loyalty to the company who still owned her contract did.


This March, Maria had the option to gun down her fellow planetary headquarters workers to secure Yang's escape, or to finally return to roots in anti-Charter agitation. The fact that we are all here today shows what choice she made.



Pros:

-Actual Combat Veteran, knows Radiant inside and out, special operations expert, professional.


Cons:

-only academic knowledge of starship operations, logistics, organization command and strategic operations.


Command Traits:

-Objective oriented, unflappable, aggressive, prefers attacks and operations to come from unexpected angles.

Reports from the Permanent Commission for Military Intelligence on hostile forces in neighbouring systems:

Blue Squadron:
-Allegiance: Ares Combat Solutions
-Service: Mars Interstellar Security
-CO: Rear Admiral Weylon Kang
-Flagship: MIS Yorktown

We know little about Rear Admiral Weylon Kang except that he has received a number of commendations from the MIS board for keeping costs low while on deployment. He appears to be making an effort to clamp down on the rumours racing back and forth across the fleet.

MIS Yorktown

-British Empire-class Fleet Tender
MIS Eurymedon
-New Model-class Strike Corvette
MIS La Rochelle
-New Model-class Strike Corvette
MIS Cape Rachado
-New Model-class Strike Corvette
MIS Second Schooneveld
-New Model-class Strike Corvette
MIS Matapan
-New Model-class Strike Corvette
MIS Valcour Island
-New Model-class Strike Corvette
MIS Kerch Strait
-New Model-class Strike Corvette
MIS Galveston Harbour
-New Model-class Strike Corvette
MIS Cape Sarych
-New Model-class Strike Corvette
MIS River Plate
-New Model-class Strike Corvette
MIS Third San Francisco
-New Model-class Strike Corvette
MIS Scipio Africanus
-Cossak-class Frigate
MIS Suleiman I
-Cossak-class Frigate
MIS Louis Botha
-Cossak-class Frigate
MIS Fort Ware
-Hudson's bay Company-class Fast Fleet Tanker
MIS Fort Mackinac
-Hudson's bay Company-class Fast Fleet Tanker
MIS Fort Osage
-Hudson's bay Company-class Fast Fleet Tanker
MIS Arabian
-Postal-class Courier
MIS Macedonia
-Legionary-class Fast Troop Transport
MIS Hispania Citerior
-Legionary-class Fast Troop Transport
MIS Hispania Ulterior
-Legionary-class Fast Troop Transport
MIS Gallia Narbonensis
-Legionary-class Fast Troop Transport
MIS Sicilia
-Legionary-class Fast Troop Transport
MIS Corsica et Sardinia
-Legionary-class Fast Troop Transport

Fixed Defences:
Battery A
-MSS-54-F LMP Constellation
Battery B
-MSS-54-F LMP Constellation
Battery C
-MSS-54-F LMP Constellation
Shoal A
-ASR-33-C TAM Shoal
Shoal B
-ASR-33-C TAM Shoal
Shoal C
-ASR-33-C TAM Shoal
Shoal D
-ASR-33-C TAM Shoal
Shoal E
-ASR-33-C TAM Shoal
Shoal F
-ASR-33-C TAM Shoal

Fixed Defences:
Battery A
-Blindfire-Pattern LMP Constellation
Battery B
-Airstrike Pattern LMP Constellation
Shoal A
-Macross-Pattern LMP Constellation
Shoal B
-Macross-Pattern LMP Constellation
Strikecraft Wing, ID# 48603
-Radiance-Type Strikecraft

-None

-None

Local Security Forces
-Approximately fifty strong volunteer station security militia drawn from station personnel

Local Security Forces:
-Deep Space Security Solutions (Omoikane Subsidiary) Customs shuttle squadron based out of Xotreh B-4a's orbital station
-Three companies of Standard Planetary Security Company (Ares subsidiary) troops based out of Xotreh B-4a's habitat complexes for internal security and law enforcement

139th Solarian Navy Squadron:
-Allegiance: Solarian Compact
-Service: Solarian Navy
-CO: Vice Admiral David Visser
-Flagship: SNS Krak de Chevaliers

Thanks to his heavy handed labour discipline and extractive tribute and demands for corvee labour from Ascension Admiral Visser is viscerally hated by the populace of Ascension, and to a lesser degree the rest of the Solarian Force as well. While the gate's completion draws near, it is uncertain what path that Visser will persue.

SNS Krak de Chevaliers

-Star-hold-Class light-tender
SNS Victoria Newman
-Leonard Greyson-Chang-Class Strike Corvette
SNS Julia Stonechild
-Leonard Greyson-Chang-Class Strike Corvette
SNS Robert Chuikov
-Leonard Greyson-Chang-Class Strike Corvette
SNS Wallace Al-Wazir
-Leonard Greyson-Chang-Class Strike Corvette
SNS Dawn's Early Light
-Freedom's Light-class cruiser
SNS Jacob Nagumo
-Herald Kanumba-Class frigate
SNS Alexander Hamilton
-Liberation-class troop transport

Solarian Marines now spread throughout the system

PCMI Provides new system data on the single system that lies beyond beyond Five Lions:

Mobile Force:

Current Orders: Defend the All Radiant Congress by acting as a rapid response in the event of any hostile acts.

CO: Commodore Stephanie Rousseau

CNS Velasco, United States of America-class Fleet Carrier

-CO: Captain Esteri Attar

-Orca Wing, Switchblade-type strikecraft (Customized)

-CO: Wing Commander Jasmine Ang

-Red Wolf Wing, Switchblade-type strikecraft (Customized)

-CO: Wing Commander Heloisa Kimura de Lima

CNS Shieldmaiden, Great Heathen-class Light Cruiser

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Shamhat, Great Heathen-class Light Cruiser

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Righteous Tempest, Cossak-class Frigate

-CO: Captain Vehement Shade

CNS August Willich, Cossak-class Frigate

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Elysium, Cossak-class Frigate

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Asphodel, Cossak-class Frigate

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

-


Home Force:

Current Orders: Defend Radiant, comet patrol, act as a reserve force

CO: Commodore Erina Kozlova

CNS Blaire Mountain, New Model-Class Strike Corvette

-CO: Captain Guillermo Kageyama

CNS Scutum, Comet-Class Patrol Corvette

-CO: Captain Martin Pagonis

CNS Buckler, Comet-Class Patrol Corvette

-CO: Captain Samuel Smiles

CNS Nasty Bastard, A Jury Rigged Mess of a Drone Carrier

-CO: Captain Jean-Paul Beaumont

-


Radiant System Self Defence Force:

Current Orders: Defend Radiant, comet patrol

CO: Overseen by Admiral Gregory Mansur in his capacity as MilComm Chief of Naval Operations


Radiant Customs Squadron, Arabia-class boarding craft with marine contingents

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

Switchblade Wing, Switchblade-type strikecraft

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

Apogee Wing, Switchblade-type strikecraft

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-


Battery A, Blindfire-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery B, Blindfire-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery C, Blindfire-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery D, Airstrike-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery E, Airstrike-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery F, Airstrike-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Shoal A, Macross-Pattern TAM Shoal

(Radiant-Bestreer Gate)


Radiant Orbital Yard 1

Current construction: None

Radiant Orbital Yard 1

Current construction: None


-


Gaid System Self Defence Force:

Current Orders: Defend Gaid

CO: Commodore Victor Raine

Battery A, Blindfire-Pattern LMP Constellation

Battery B, Blindfire-Pattern LMP Constellation

Battery C, Blindfire-Pattern LMP Constellation

Battery D, Airstrike-Pattern LMP Constellation

Battery E, Airstrike-Pattern LMP Constellation

Battery F, Airstrike-Pattern LMP Constellation

Shoal A, Macross-Pattern TAM Shoal

Shoal A, Macross-Pattern TAM Shoal

Shoal A, Macross-Pattern TAM Shoal

Zephyr Wing, Switchblade-Type Strikecraft (Customized)

-CO: Wing Commander Ara Helge

Aeolus Wing, Switchblade-Type Strikecraft (Customized)

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

Gale Wing, Switchblade-Type Strikecraft (Customized)

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

-

Frontier Force

Current Orders: Keep watch on SolNav force in Raphanus, assist with integration of Ascension military forces, patrol Spinward frontier

CO: Commodore Shayla McLean

CNS Kiel Mutiny, Kaiserreich-class BattleCruiser

-CO: Captain Inana Devlin

CNS Choreographer, Janissary-class Light Tender

-CO: Captain Karl Xanthopoulos

CNS Valiant, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Defiant, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: Captain Fool's Errand

CNS Reliant, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: Captain Rouge Napier

CNS Actium, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: Captain John Rankin

CNS Crête-à-Pierrot, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: Captain Nkiru Chaudhari

CNS Valmy, New Model-Class Strike Corvette, attached to CNS Choreographer

-CO: Captain Sumac Barros

CNS Revolutionary Will, Cossak-class Frigate

-CO: Captain Yamamoto Hanae

CNS Revolutionary Grace, Cossak-class Frigate

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Under New Management, Don-Class Fast Tanker

-CO: Captain Adras Kierenos

CNS Liberte, Hollywood(C)-Class Frigate

-CO: Captain Colin McRae

CNS Egalite, Hollywood(C)-Class Frigate

-CO: Captain Adelia Swift

Resources
Naval Ship Types: Ship Types (Public Version)
Naval Officers: Congressional Navy Officers (Public Version)
System Codex: https://docs.google.com/document/d/1rtNbPCcPsTK7HCHKo9dPgK7ntx5tBKOpltrZb_In7GY/edit#
Blaze Zhang: Blaze Zhang is trans-masc. That means his pronouns are he/him.


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April 2251: The Referendum
Jeremy Rayez fingers the unfamiliar trigger of the pistol in his hand. His vision focuses on the door ahead, the smooth white curved plastic. The short, dark-skinned man raises the pistol and looks down the sights, the back of his mind still amazed that the pistol and its siblings in the hands of his coworkers didn't exist an hour ago.

Rayez looks to his left to see Markus-- strong, handsome, and kind Markus-- gripping his own pistol with both hands. Markus gives Jeremy a single nod, his chiseled jaw set in majestic determination. He looks to his right and gets a half-smile from motherly Maria, the oldest person he's ever met.

"I'm ready," she says, the pistol fitting in her hands like she was born with it, and sliding forwards quietly and with practiced ease, breathing steady. Jeremy and Markus follow, their own footsteps heavy with worry and caution as they move in the older woman's wake.

Jeremy feels something fearful and subservient twitch inside him as he enters the presence of the man who had been his entire life for ten long years.

A circular desk as white as the walls of the circular room it matches sits in the middle of the room, and in the middle of the room a tall man in artfully rumpled smartsuit (well, as much as clothing carefully programmed to appear such can be called an art rather than a science) worth more money than Jeremy had ever had.

Vice President of Ishtar-Hermes Frontier Communications Yang Changmin spins around in his luxuriously upholstered chair, his hands splayed out placatingly, his nostrils flaring as the cybernetics in his eyes take in the details of the trio's weaponry.

"Mr. Yang," Jeremy bites out, squashing an instinctive yearning for the man's approval, and letting a lifetime of frustration and hopelessness unspool and run wild, "We quit," he says, throwing an ID card on a blue lanyard towards his former boss.

Yang snatches the ID card out of the air, nearly snapping it in half, "I'm sorry to hear that Jeremy. But I don't think this is a good time." The VP's words are a carefully modulated mixture of sympathy, understanding, and hard denial, as he lets the ID card drop to the desk, "Not while the employment market is so uncertain." his nearly too perfect face shows no sign of the stress he must be under, as he gestures with his hands, pulling them downwards, "If I could convince you to put down the gun-"

He jumps back when Maria's gun fires, leaving a gash in the Earth-sourced wood of Yang's desk, letting out a short yelp of undignified surprise.

Maria holds her pistol directly on the VP, "I know about the little surprise you keep under the table, Mr Yang; I put it there for your predecessor after all." She nods towards the man under her sights. "If you could just keep your hands up above the desk for now."

"You think you can get away with this? You think the Charter, or the Compact will let you just get away with this?" he spits, "This isn't a game, this isn't one of our movies. You didn't topple a king in front of the fawning masses. People will die."

"That may be," says Marcus, stepping towards the man, "But you've already killed people, and if we die now, we die free."

Yang sighs and smiles at his employees, "Oh, come on guys, we've worked together for years!" His smile is wide and seems genuine, "Maria, you were here when I got here, we've been through so much together. Marcus, you remember last summer?"

Marcus's face is hard and angry as he reaches into his pocket to pull out flexicuffs and steps towards Yang.

"Jeremy, you spent eight years working towards this office, you wanted to meet me so bad, Jeremy, these last two years have been-"

"Noooo", the word slips heavily from Rayez's mouth, exhaustion and strained anger making the word a primal gasp of exasperation, "Noo. No more, you're done. This is it." Maria steps back with a hiss of alarm as Rayez sweeps the barrel of the pistol across the room for emphasis, "I -we, have had enough of your parasocial bullshit. You're not my friend, I'm not *your* friend." Tears stream down his face. "I wasted ten years of my life pining for-"

Markus sets a hand on Rayez's arm and slowly pushes the shaking pistol until the barrel is facing the floor, "Jer, no" he says softly, "It's, well, he's done, we're free of their bullshit."

As Marcus puts the cuffs on Yang, Maria reaches across the desk and, winking at Yang's startled expression, pushes him out of the way and accesses the VP's terminal.

A single switch of a flip later, she's speaking into the microphone with a relaxed expression, "To whoever is setting up that laser drill along the outer cafeteria, you can stop scaring the interns now, we've got VP Yang, and we're coming out."

When the trio emerge into the sunrise minutes later they are met by cheers, hugs, and hearty backslapping from a cross section of humanity that Jeremy had never imagined existing.

Reaching the edge of the crowd, the young man looks up at the yellow disc of Elysium's venusian twin, Asphodel. As he stands bathed in the reflected light, Jeremy Reyez realises that he has no idea what comes next, that he'd never stopped to think about what would happen when he realised that he had had enough.

As tears stream down his upturned face, Jeremy is joined by Marcus who gently takes his hand.

"I don't know what… I just…" his voice is clouded by a heady mixture of fear and potential.

"Well," says Marcus as the light of Radiant inaugurates Elysium's first truly free day, "I do know that whatever comes next, whatever happens, it'll be our choices that matter, not his."

-

As the new dawn sweeps across Elysium and the entire Radiant system, nearly everyone asks "Well, what next?". The arguments triggered by that question can only be answered in one way: a new democratic system of government.

With Vice President of Frontier Operations Yang Changmin currently being held under guard at a very nice resort with twelve hundred of his closest Hermes-Ishtar friends and collaborators, the Charter's grip on Elysium is broken forever. (Or so everyone hopes.)

With the Charter thrown offworld, no longer shall the feuding tech and media departments of Hermes-Ishtar dictate the course of people's lives, no longer will "your close and personal friend, your boss' boss' boss and idol" be the one telling you what to do because he had the best ideas.

The people of Elysium have had enough of a single person's whims.

Today not only does the light of Radiant dawn on the white beaches, gentle rolling hills and tropical forests of Elysium, but so does democracy.

-

For The Tyrants Fear Your Might will be using four resources that you will be allocating each proper turn (Each turn is three months), all four are high level abstractions:

BR/Basic Resources: Your common stuff: carbon, iron, food, water, gold. Available across everywhere space rocks are found. Easy to get, but large quantities still make it an enterprise.

SR/Special Resources: Antimatter, metallic hydrogen, ultradense deuterium, nuclear fuels, isotopes, hyperdense alloys, rare metals like palladium and iridium, and exotic molecules that can only be manufactured in space.

E/Energy: Power, electricity, the shit that makes all of Humanity's clever toys beep and boop and prevent us from dying cold and messy in the void.

Dice: An out of universe abstraction for manpower, political will, and public engagement. As this quest is about democracy, the dice don't represent as much a centralized will imposing itself downwards, but requests and local cooperation filtering upwards.


Government Options:

After some days of wrangling, intense arguments, and more flamewars than are countable, the majority of the Radiant's newly freed peoples have hashed out a referendum on what sort of government they want to live under.

As Elysians go to the polls, everyone wonders which legislatural option will carry the day...

[ ] The Parliamentary Cabinet of the Elysium Compact
"If it's good enough for the people of Earth, it's good enough for us"

Borrowing from the methods of the official ruling body of the Solarian Compact, you will be taking on the roles of representatives elected via geographical location for three year terms where an executive cabinet of officials designed by the Parliament conduct the day to day operations of state and the Parliamentarians decide whether or not to follow the cabinet's agenda.

Next turn, you will vote for a number of NPCs to form the system congressional cabinet. Each turn you will be presented with an agenda set by the NPCs to either pass or vote down. Blocking the cabinet's agenda three times in a row will trigger another cabinet election. While the agenda is being passed or not, time still passes. Every twelve proper turns you will be re-electing a slate of cabinet NPCs.

Dice and resources will be allocated to different projects (such as shipyards, social welfare, espionage, military spending) based on the Cabinet member's personalities, judge these persons wisely as they will come with their own dice bonuses and maluses.



[ ] Congress of Elysium Industries, Communities, and Peoples
"Every voice counts"

Your Democracy will be unchained from mere physical location and instead you will be representing different communities: representatives for minorities, municipalities, women, men, soldiers, spacers, ships, artists, habitats, and all the various professions and industries of your system. If it forms a community it is allowed its own voice in the running of the polity. Some representatives are representatives for different groups, but the Congress is firm in its commitment to giving a voice to the common interests of all people, no matter their interests.

A variety of proposed projects will be listed and sorted into several categories based on alliances of communities. (For example, Military, Social Security, Industry, Espionage, etc) Each project will be given an estimated completion value and resource cost, and you will distribute the dice from each category to that category and assign resources from your central pool as a plan vote.

Though dice will be fixed to each category, there will be projects to strengthen the interests of that category for permanent allocations of more dice, and some events and votes will also reallocate dice between categories.

As each grouping is made up of communities dedicated to those issues, those dice will gain project dependent dice roll bonuses, and resource cost reductions.


[ ] Elysian Assembly of Democratic Councils
"Above all: democratic accountability"

A nested series of democratic councils, primarily focused on economic concerns, the top level Assembly is a body made up of representatives tightly bound to the wills of the people that elected them.

These representatives are considered less representatives than the direct mouthpieces of their constituents and often bring their issues directly back to the body they came from for deliberation in an attempt to keep the hand of the state as light as possible for those living in Radiant until the day comes where the state can disappear forever.

For you this means that all projects with their costs will be laid out a la carte for you to make a plan from.

No extra dice or bonuses, but you do get direct control over where everything goes and freeform dice assignment.


[ ] The Anarchist Democratic Confederal Council of Radiant
"I'm not your fucking Dad"

You're not here to rule, heavens no, you're here to make sure that everyone is pulling in the same direction, and that conflicts between the communes you represent are resolved quickly and efficiently without having to turn to such brutal tactics as having a state!

Riot voting style, voting on one project per voter, on the same a la carte list of options as above, but dice and resources will be allocated proportionally based on the vote results. You will be getting more dice though, so that's nice.
 
Discord link
Oh!

Also, there's a shared quest discord server that I have a channel for For The Tyrants Fear Your Might on, (though I'm planning to head to bed soon, personally)

Join the Wordsmiths Discord Server!

Check out the Wordsmiths community on Discord - hang out with 920 other members and enjoy free voice and text chat.

And I've also dropped the following tech summary into the Codex in the status panel:


Nanomanufacturing A Brief Summary: said:
The contemporary gold standard for manufacturing. These devices use mechanosynthesis, a process that guides chemical reactions by placing reactive molecules with atomic precision. Ribosomes in the body's cells use a form of this method.

While the largest units can create objects up to 2m x 2m x 2m, smaller units (halving the units each time) are viable on basically any human scale. Projects larger than this size (such as ships or buildings, need to be either grown layer-by-layer via nanofabricators attached to robotic arms, or assembled from smaller parts through traditional assembly line, dry dock, or construction processes.

In principle basically anything can be made with these devices, and some materials can only be manufactured via these methods in microgravity. All manufacturing patterns in Compact Space feature Charter DRM using embedded explosive molecules like octaazacubane or cubic gauche nitrogen that will damage a disassembler or x-ray machine making reverse engineering of their products difficult.
 
Vote closed
Scheduled vote count started by AKuz on Dec 11, 2020 at 2:16 AM, finished with 55 posts and 42 votes.
 
April 2251: Taking Stock
In some market segments, Jessica Tanaka was considered (and thanks to communications lag, probably still is) the poster child for insightful investigative reporting. For decades her distinctive mathematically calculated bangs and shoulder length hair framed a face dominated by piercing blue eyes behind red-rimmed glasses and a serious expression.

Sometimes, during her thirty year career on call with Hermes-Ishtar, Tanaka had liked to pretend that she really was the hard nosed investigative journalist, but really, she just played one online. Her life had been simple, really: get a script from someone at Hermes-Ishtar, show up to the right place, get recorded speaking seriously, maybe record some voice overs. Sometimes for variety she would interview someone else who was also probably a Hermes-Ishtar contractor.

Sometimes what she'd reported seemed to be entirely on the up and up (usually the reporting on the other Charter's sins, but she'd considered it impolite to mention it), sometimes the reports were clearly part of some program or game; reports on alien invasions, zombie swarms and the like. And sometimes she just went on camera and lied for money, told people outright lies they should be expected to believe as truth.

For thirty years, the guilt ate at her from behind an earnest face and reassuring voice, but… without the regular work, how else was she supposed to afford the longevity treatments that keep her youthful and alive? The only other option was an illegal suicide and the kind of debts that weighed one down under the financial mass of a hundred stars.

Threats of such debts were the last straw for her actually. When some Hermes-Ishtar had come to her with a script decrying the violence and depravity of the homeless savages and wanna-be pirates rioting in Elysium's cities, she hadn't just thrown the entire offer back in his face, but an entire fist as Jessica Tanaka had finally declared that her integrity was no longer for sale.

And now? Now that Hermes-Ishtar was gone? Well, thinks Jessica Tanaka as she fires up the recording equipment built into her clothing, she might as well try to be a real journalist. She'd already signed up with the newborn Citizen Journalists Association after all

One last check of her reflection a nearby window to pat down the closely cropped rainbow-coloured hair spilling over the headband containing her recording package, inspect her newly coloured bright red irises, and to adjust the cuffs on her still very professional black blazer and red blouse and she was good to go.

The reporter stepped forth into a raucous street party that had broken out with the completion of the referendum that had cemented Radiant's new democracy.

And one, two, three! Jessica turns on the eXperience Playback sousveillance tech she'd used to use for voyeur broadcasting and market research participation. (Just for a bit of extra company credits to make ends meet. Like everyone else she'd ever met.)

She takes in the sights, sounds, and smells of the downtown square she'd chosen to broadcast from. She just breathes for a good fifteen seconds as her augmented vision contacts alert her to a few dozen people joining her XP stream. Breath in, smell and taste the experience of cooking food, breath out, and let the sounds of happy chatter and background music wash over her.

She begins to narrate, her tone lighter than she used to use for her 'Very Serious Investigative Journalist' persona, "This is Downtown Persephone, (Is this what a real journalist does? She hopes so. Or at least hopes that she fakes her new career well enough that she picks up how to properly report on events as she goes) shortly after nightfall."

She turns to look at a group of men and women standing around some sort of heat printer, hissing and puffs of steam emerging from atop it, "As soon as the referendum results came in declaring that we would be governed under the Congress of Elysium Industries, Communities, and Peoples proposal the men and women of the Agriculture, Botanicals, and allied Chemists Union set up a… grill in the middle of the main square to physically prepare their produce and distribute it for free."

The only reason that her mouth doesn't water thinking about eating real, fresh food is that she'd already eaten before beginning her broadcast, "Speaking from experience, they're very good, uhm, grillists. There's a thing they do with some of the Chemists' salts and the vatbeef, that uh," she pauses, "I guess it's not strictly better tasting than something you'd get from a machine or franchise." Time for the line she'd thought of an hour ago that'd inspired her to make her broadcast from here, "It could just be the taste of freedom!"

She has a sensible chuckle at her own pun, and turns her attention to a band of women near the grill, stopping for moment to absorb the sound of paced melodic electronic music accompanying a deep voiced woman singing about having a man in every port from Zeropoint to Sol to Endpoint and back again.

"Crew from one of the inner system freighters, I was told earlier that their instruments are fashioned from shipboard equipment and common repair tools."

Jessica turns to go walk over to an old woman telling stories of life on Earth to a group of rapt children and nearly slams into a handsome young man standing still in the middle of the street and looking up at the night sky.

"Shit, sorry." Jessica backs up and looks at the young man: dusky skin, clean shaven a bit on the short side, long auburn hair tied up in a ponytail, green eyes, wiry but solid build, age a bit indeterminate, but giving off a youthful vibe. Overall, Jessica observes, quite a handsome specimen of humanity.

"It's sor-, it's-" the young man leans forward, looking around conspiratorially, "I don't know you but, okay. Okay, like, kayfabe aside, out of character, like. No game. Like. Is this real?" he looks around the street and raises a single hand flat and draws across the air in a circle in front of him with an exaggerated motion, "Like, real, not. Not. Not a game?"

With a thought to her headband Tanaka adjusts her recording equipment slightly as she nods, "As real as I am," she says as she pinches her own face, causing a slight blush.

"Oh fuck." he says, face going slack in shock, and raising a hand to cover his mouth, "No, wow. I," he looks up at Asphodel hanging in the night darkened sky again, and the stars beyond, "I don't haaave to go to wooork tomorrow." he says in wonder, drawing out the words like they are new and unfamiliar to him.

"Nope. We're free. You can do whatever you want." she says with a matter of factness that sticks shocks her and makes her smile inside and out.

"Oookay," says the young man, suddenly very chipper, "I always hated serving coffee for that bastard anyway," he says almost as an aside before he looks back at Jessica, the smile in his eyes matching the smile of his mouth. "I want to do something with my hands!"

He holds his hands up between the two of them, "I want to fucking have something I made, I want to own shit I made myself, no more renting everything from the company's merch store."

-

Journal Entry of M Chakrabarti, Congressional Delegate-Elect:
April 17th, Sunny -some fluffy clouds.

Referendum is over. The Congressional block won. I was in the association office when the results came in. I think I shouted myself stupid cheering all night even when Ali did that dumb mime-dance routine. Definitely drank myself stupid last night too.

Honestly thought the Councilists had it. Though the Anarchists gave it a good run too.

Disturbing thought: I wonder if the fact that H-I divided everyone into smaller and smaller market demographics had anything to with people being comfortable breaking into smaller groups as the basis of our politics. Though I must say that we aren't merely passive demographics, we try to be actual communities. I think that's the difference.

I hope that's the difference.

One last thought: I will say that one thing the results show is that almost no one is interested in sticking to the methods of the Compact, we're firmly forward looking, away from Sol and into the stars.



-

As the first session of the All-Radiant Congress of Unions, Industries, Communities, and Peoples (Radiant Congress, or Elysian Congress to everyone who isn't a massive pedant) starts, one of the first orders of business for the freshly seated body is to sort out exactly what assets that Radiant had on hand. Thanks to a hasty server smashing by a HI junior executive, it would take a while to take a full accounting of every asset that the Radiant system had, but the Congress is being rapidly made aware of a few aces in the hole the system has:

(You got one free secret bonus technology aspect with the system. You get one more Asset aspect for free, you can then pick more Assets as long as you also pick a corresponding Liability.) Voting is by plan

[X] [Asset] Prototype Hermes-Ishtar Wormhole tech.

-In the opening session of the Congress, the Committee of Scientists decide to show up every other delegation by ushering an excited team of scientists who had, just weeks ago, been restricted to a top secret island in the southernmost of Elysium's archipelagos. Performatively burning their NDA agreements (An act requiring them to print out physical copies of the infamous Hermes-Ishtar NDA) the scientists inform the Congress that Hermes-Ishtar had been on the cusp of a revolutionary new technology that could open up the secrets of faster than light communications and even human scale instantaneous interstellar travel.

-New prototype technology research unlocked

[ ] [Asset] Market data on… everyone. You think.

-Before Independence, an entire quarter of every message carried by Hermes-Ishtar's couriers and communications networks had been stored inside the servers of Radiant. Picking this option means that during the uprisings, partisans managed to take the servers intact before Charter-loyal personnel could purge them. If you take the time to crack open the servers, you could have access to all but the most serious internal communications of the Charters in your area of the galaxy. Or at least metric megatonnes of marketing data for your entire Market Segment. Picking through all the data to find what's useful may take time, but finding broad navchart updates and resource transport timetables for your surrounding systems shouldn't be hard.

-Intelligence about your surrounding area

[ ] [Asset] Task Force Defiance.

-When the uprisings raced across the Radiant system, Hermes-Ishtar had been reliant upon a hired Ares task force to restore order. However, the Ares personnel had been stationed on Elysium long enough to put down roots (in this, you have to thank typical Hermes-Ishtar cheapness) and summarily shot their Hermes-Ishtar reps and Charter-loyal officers on the spot and declared loyalty to the ad-hoc alliance of rebellious organizations that would eventually become the Elysian Congress. Picking this option gives you the loyalty of the newly rechristened Radiant Congressional Navy Ship Defiance, a midsized Ares-built Escort Carrier and her attendant corvettes and drones.

(Can't be taken with [Liability] No warships)

[ ] [Asset] Quiet Revolution

-Thanks to an improbable streak of luck and coincidences, at this moment news of independence and Congress' formation hasn't left Radiant. This can't last, but perhaps you can exploit this in order to buy more time until you have to worry about Charter or Compact retribution.

-Add a random amount of time until Hermes-Ishtar and the other Charters headquartered in Sol learn about Radiant's independence

(Can't be taken with along with [Liability] Loud and Proud)

[ ] [Asset] Interrupted H-I Project

-The materials for a brand-new set of luxury seaside resort homes just arrived on the last ship in before the revolution. Now, the site stands empty and you have a large shuttle's worth of building materials-- and the solar panels, (fission) battery reactors, and (small) fusion reactors to power the equipment that'll put it together.

-Gain 50 BR and 25 E at start.

(Can't be taken with [Liability] Empty Coffers)

[ ] [Liability] Empty Coffers

-When Vice President Yang realised that Hermes-Ishtar was about to be overthrown he ordered the sabotage of the entire system's stockpiles of resources. You will start with no BR, SR, or E stockpiles. (Can't be taken with [Asset] Interrupted H-I Project)

[ ] [Liability] No Warships

-Sadly, during the course of the revolt every warship in the system was scuttled by Charter loyal crews or destroyed at dock over the course of the revolt. At the moment Radiant has no purpose built warships and is defended by converted civilian ships and crash built drones and mines.

-Start with only converted civilian craft for military use

(Can't be taken with along with [Asset] Task Force Defiance)

[ ] [Liability] Armed Charter Loyalists

-Not everyone has accepted the new democracy. Armed Charter loyalists have gone into hiding and will take measures to sabotage Elysium's attempts to build an independent democracy. At the moment you don't even know why anyone would stay loyal, much less remain violent partisans. But they are, so now you have to figure out what to do next.

-You will gain maluses to random rolls until this issue is dealt with

[ ] [Liability] Loud and Proud

- Now that you think about it, perhaps sending Yang's cuffed walk to the transport that would take him into secure confinement while cheering the end of the local Charter as the last "official" piece of media to Hermes-Ishtar was not the brightest idea. Nearby executives know pretty much the full extent of what you've done, and will undoubtedly start immediately doing what they can with local assets to put your revolution down to vie for a promotion.

-Start with a diplomacy malus with nearby Charter controlled Systems (Which means all of them)

(Can't be taken with along with [Asset] Quiet Revolution)

[ ] [Liability] Conspiracy Theorist Movement

-As a sad consequence of the hard to find line between fact and entertainment under Hermes-Ishtar rule the past several decades have seen the growth of a movement utterly divorced from all reality (even by Hermes-Ishtar standards). While the shock of the rebellion and independence broke millions from this dissociated state, there is still a significant fraction of the population who believe independence and the founding of the Congress is yet another step in an unfathomable plan imposed by a nebulous "them." (Possibly aliens, possibly malevolent ASI, or even possibly an ancient blood-sipping cult.) While not violent, their protests and refusal to cooperate with the rest of the populace will almost certainly result in de facto sabotage.

-You will gain maluses to random rolls until this issue is dealt with.

"A/N:" said:
Next turn we should be settling into the core voting loop.
 
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Vote closed
Scheduled vote count started by AKuz on Dec 12, 2020 at 2:51 AM, finished with 86 posts and 36 votes.
 
Taking Stock Intel
So, to whet your appetite until the update comes later tonight or tomorrow morning, here's all the intel you've managed to scrape off Hermes-Ishtar's servers so far:

Lots of Text said:
Xotreh (Omoikane)

A distant double G binary, Xotreh hosts a small habitable moon around Xotreh B, the smaller of the two stars. As such, development has focused on the second star, despite the fact that the jump points center closer to Xotreh A.

Xotreh A1: This world boasts an active liquid silicate cycle on its surface, with oceans of basalt and continents of granite. Gravity 0.38 Earth Standard. Quality 8.

Xotreh A2: A rather large airless world, its original atmosphere was likely blown off by a massive impact. Gravity 1.2 Earth Standard. Quality 9.

Xotreh A3: A binary planetary pair of airless worlds about the size of Mars. Quality 6 and 8.

Xotreh A4: A hothouse planet with a planet-wide sulfuric acid storm due to its rapid rotation. Gravity .71 Earth Standard. Quality 8.

Xotreh A5 "Cueball": This planet is remarkably similar to Earth—if earth was buried under a kilometers-thick ice sheet across 90% of the surface. One day, as Xotreh A expands and dies, this world will become an ocean planet, but for now it's a cold desert. Gravity .87 Earth Standard. Quality 5.

Xotreh A6: An unremarkable icy ball. Quality 4.

Xotreh AI: An asteroid belt.

Xotreh A7: A Jovian planet, Xotreh 7 corrals the entire inner system in line. Quality 10.

Xotreh B1: This planet must have once been a gas giant at least the size of Uranus before it was sent inwards. Now all that remains is a dense core with a molten surface. Gravity 1.51 Earth Standard. Quality 13.

Xotreh B2: A binary pair of earth-sized airless worlds. Quality 6 and 7.

Xotreh B3: Another once-gas giant, this planet remains far out enough to boast a wholly-solid surface of iron. Gravity 1.64 Earth Standard. Quality 14.

Xotreh B4: A Jovian right on the frost line, its tidal heating keeps its moons on the edge of habitability. Quality 3.

Xotreh B4a "Sushi": An ocean world with massive polar ice caps, Omoikane has constructed a series of seasteads on the equatorial high ocean plateaus where it was feasible to drive foundations into the sea floor a few hundred meters below the surface. These small facilities serve as housing, data storage, and production centers for the research teams studying the dual Cthonian planets of Xotreh B. Gravity .67 Earth Standard. Quality 2.

Xotreh B4b: The lesser tidal heating here worsened the glaciation, and the planet lies under a planet-wide crust of ice. Gravity 1.13 Earth Standard. Quality 10.

Xotreh BI: The close proximity of this asteroid belt makes it an ideal location for resource extraction.

Xotreh 5: This Jovian is definitively beyond the habitable zone. Quality 6.

Xotreh 6: A dense ice giant. Quality 4.

Xotreh 7: Jovian planet. Quality 6.

Xotreh 8: An exceptionally cold Jovian. Quality 9.

Xotreh 8a: An unremarkable icy sphere. Quality 8.

Xotreh 9: This planet would have a massive atmosphere, if it wasn't so cold it all froze and fell to the surface. Only a few degrees above the space surrounding it. Gravity 1.3 Earth Standard. Quality 9.

Population: 54,000

Bestreer (Cernnunos)

Besides an interesting Jovian-gas dwarf planetary system, Bestreer holds little of interest other than its connections to other places.

Bestreer 1: An airless world. Quality 2.

Bestreer 2: An airless world. Quality 6.

Bestreer 3: This airless world once had a captured moon, torn apart at the Roche limit and forming a ring. A small gate maintenance and SAR team bases here, siphoning fuel and water from Bestreer 5 and mining into the surface for both resources and safe spaces for housing. Quality 10.

Bestreer 4: A rock-ice world. Quality 5.

Bestreer 5: Another rock-ice world made up more of ice than rock. Quality 5.

Bestreer I: An icy asteroid belt.

Bestreer 6: A large Jovian planet, on the edge of becoming a brown dwarf. Quality 15.

Bestreer 6a: This gas dwarf might have become a gas giant in its own right without its massive sibling. Quality 5.

Bestreer 7: Another Jovian. Quality 14.

Bestreer 7a: An icy moon, with an internal ocean buried under kilometers of ice. Quality 12.

Bestreer 8: An icy ball. Quality 10.

Population: 450

Gaid (Hermes-Ishtar)

A G-K far binary system, Gaid is simply a transit point to Radiant. Gaid's own gate maintenance techs and SAR rotated in and out through Radiant itself. There is no infrastructure other than a set of buoy lines for communications in Gaid A, and nothing in Gaid B.

Gaid A1: An airless world. Quality 10.

Gaid A2: A planet much like mars with a vestigial CO2 atmosphere. Quality 7.

Gaid A3: This planet boasts a methane hydrosphere. Quality 4.

Gaid AI: An asteroid belt.

Gaid A4: A turbulent Jovian planet, its storms would make resource extraction difficult. Quality 5.

Gaid A4a: An icy moon, with tidal heating creating a large ocean under a thin icy shell. Quality 9.

Gaid B1: A molten Cthonian world hosting a simply ludicrous amount of iron. Quality 15.

Gaid B2: An airless world. Quality 10.

Gaid B3: An airless binary system with two near-identically sized planets. Quality 7 and 8.

Gaid B4: This airless planet boasts a large and beautiful ring system, famous as a screen background option across human space. Every few years, a cruise or scientific expedition will stop by for more images.

Gaid B5: A small icy planet. Quality 3.

Gaid B6: A frozen world. Quality 7.

Gaid B7: An interesting gas dwarf sometimes referred to as an 'ice dwarf.' Quality 14.

Fliveons (Rhodes)

While lacking any currently-habitable planets, Fliveons' large size and potential have made it a significant point of Rhodes' recent extraction efforts. Ambitious terraforming efforts have recently begun.

Carajas (Fliveons 1): A Cthonian ball of iron, it's actively mined by robotic Rhodes landers. Gravity 2.3 Earth Standard. Quality 12.

Fliveons 2: A small rocky ball. Quality 3.

Fliveons 3: A rocky ball. Quality 7.

Grasberg (Fliveons 4): A large rocky world, glaciation has rendered it uninhabitable for now, but terraforming efforts have begun to artificially ramp up the greenhouse effect and restore liquid water to the surface, along with mining its ice. Gravity 1.11 Earth Standard. Quality 14.

Fliveons 5: This planet's atmosphere is so significant it verges on a gas dwarf. While a solid surface covered in a thin layer of ice is at the bottom, no reasonable colonization is possible. Quality 7.

Fliveons I: This asteroid belt, along with all the others, is being mined heavily.

Fliveons 6: This Jovian planet forms the center of current Rhodes extraction efforts. Quality 4.

Fliveons 6a: This Martian planet boasts significant ice caps and active plate tectonics, though only a vestigial atmosphere. Debate on whether to put resources into terraforming it is ongoing. Gravity .81 Earth Standard. Quality 17.

Oyu Tolgoi (Fliveons 6b): Home to the local population in covered shelters, this Martian planet, while nearly completely lacking water or plate tectonics, has its own atmosphere. Comet bombardment away from populated areas is ongoing and is already beginning to show results. Gravity .79 Earth Standard. Quality 11.

Fliveons II: An asteroid belt.

Fliveons 7: An unremarkable Jovian. Quality 2.

Fliveons III: An asteroid belt.

Fliveons 8: Jovian planet, its rotation speed has resulted in an unusually calm upper atmosphere. Quality 15.

Fliveons IV: An asteroid belt.

Fliveons 9: Jovian planet. Quality 9.

Fliveons V: An asteroid belt.

Fliveons 10: Neptunian ice giant. Quality 8.

Fliveons 10a: A small icy moon. Quality 5.

Fliveons 10b: A large icy body, this was probably its own planetoid at some point before being captured due to the complex interplays of no less than 5 gas giants.

Population: 15,000,000

Shei (Ares)

A close K-M binary, Shei is home to an old Ares penal colony.

Shei 1: A Cthonian world. Quality 15.

Shei 2: An airless world. Quality 12.

Sheol (Shei 3): A boreal world, with a large, decaying ring, the planet features two large continents. The population of the consists of a large prisoner population on the larger of the two continents and a small Ares training base on the smaller. Records show that the prison consists of several million persons convicted to "high risk labour" and dropped on the continent with automatic resupply via Ares contractors and watched from orbit by weapons satellites. Most of the planet's land area is covered in a native tree analogue with a strange multi-stranded trunk. Gravity .95 Earth Standard. Quality 12.

Watchman (Shei 3a): Once the outer of two moons, this body now boasts Ares' local light shipyards and system command center. Quality 13.

Shei 4: Spiraling in from the outer system, this planet will eventually evaporate near-entirely as it closes towards the dual suns of Shei. Quality 3.

Shei 5: Martian planet with an active methane cycle. Quality 5.

Shei I: Asteroid belt.

Shei 6: Jovian planet with high rotation rate. Slightly squashed as a result. Quality 8.

Shei 6a: An icy capture, this moon will be torn into a ring sometime in the next hundred thousand years. Quality 2.

Shei 6b: Cold Martian planet, covered in a thin layer of water and carbon dioxide ices. Active methane cycle. Quality 8.

Shei II: Asteroid belt.

Shei 7: Jovian planet. Quality 13.

Shei 7a: An icy moon with significant cryovolcanism. Quality 6.

Shei 7b: A tiny icy moon, this is on the edge of hydrostatic equilibrium. Quality 2.

Shei 8: Ice giant. Quality 6.

Shei 8a: An icy moon. Quality 9.

Shei 8b: An icy moon, orbiting in an unusual polar orbit. Quality 9.

Population: 32,000,000

Akleod (Mississippi)

G-class star. A transshipping point to Radiant and environs, Mississippi keeps a substantial support crew on hand for possible cargo ship breakdowns or emergencies in-system, due to the slightly increased risk of issues from the absolute shambles of Akleod's inner system. A minor executive has also put together a cheap refueling and battery exchange station.

Akleod 1: Even actively evaporating and leaving behind a trail in orbit of dissipating volatiles, this body is large enough to have usurped Akleod 1a's orbit temporarily until it disappears away or the chaotic orbit of the two throws one into the star or out of the system. Quality 2.

Akleod 1a: The original Akleod 1, its orbit has been badly disrupted by the current, migrating Akleod 1. Which of the two gets ejected is still uncertain despite a decent amount of computational simulation; odds put it at 48-52% relatively. Quality 6.

Gnat's Ass (Akleod 2): A small, loosely-held-together icy body, perhaps what used to be an asteroid belt before Akleod 1's suicidal inner-system dive. It's not yet had time to fully reach hydrostatic equilibrium. Quality 3.

Akleod 3: An icy planet similar to Akleod 1, perhaps an old sibling. Quality 13.

Akleod I: An asteroid belt.

Akleod 4: A Jovian with an unusually elliptical orbit, it's regarded as the culprit for the chaos of Akleod's inner system. Quality 11.

Population: 5,000
 
Last edited:
April 2251 Meeting of the Radiant Congress
[x] Plan: Sicilian Defense
-[X] [Asset] Market data on… everyone. You think.
-[X] [Asset] Quiet Revolution
-[X] [Liability] Empty Coffers


[Exceperts Transcript of a joint meeting of the Industrial, Science, and Military Committees, presented here for reasons of transparency]

[Delegate Reynald Semes] Question? How fast are space fighters next to their motherships?

[Delegate Dr. Alexandra Yu] It's. Space. Fast has nothing to do with it at all, only delta-V and acceleration matters. Strikecraft, fighters… "Manned drones", whatever you want to call them, uh, they usually have good accel, and great maneuverability but shit delta-V. The big thing, though, is that they don't wave warp drives. That, combined with their low delta-V means that they're pretty much limited to the orbit of planets rather than interplanetary travel.

[Delegate Dr. Cygnus Black] They're your knife-fighters Semes.

[Mr. Semes] My question was more to the tactical and strategic reach of strikecraft. And I gather they're just a tactical asset?

[Dr. Yu] Yes. Capital spacecraft tend to be big bloody fucking targets with comparativly slow tracking turrets that manouver like stuck pigs. They're bloody fast, particularly if you give them time to accel, but fighters can close to ranges that make it impossible for anything but point defence to deal with them. And then they can launch casaba-howitzer missiles to take them down.

They are a very useful tactical asset once inside the battlespace.

[Mr. Semes] So, doctrinally then, carriers occupy the same missions as battleships? Force concentration instead of area denial and control.

[Dr. Black] Correct. Area control and denial is much more astro-geographically based; the jump points are natural chokepoints.

[Mr. Semes] Naturally

[Dr. Black] You have to get through them by either throwing big enough ships that you can take the hits from static defences, or having enough materials to dronespam them into using up all their ammo with a Brannigan Play.

[Dr. Yu] If you want to force a gate, you better have a bloody good reason to do it! We're still looking at building the simulator engines for the Military Committee, but for now, let's just try to avoid slamming into gates.

[Mr. Semes] It makes sense, you can just stack a lot of guns on top of the gate.

[Dr. Yu] Doesn't mean that you can't break defences. EWAR, for instance, helps or-

[Dr. Black] Think of it as storming a castle. You need to be prepared to accept large material outlays, lose a bunch of ships, or lose a lot of time. It's basically a game of picking what price you are prepared to pay, and with what.

[Mr. Semes] So any attempt to take a gate requires a lot of prep time and then high tempo operations once you start? I suppose you could fire through the gates at a high fractions of C because they're wormhol-

[Dr. Yu] That's a good way to blow up a gate. But, yes, you can literally fire through the wormhole. And so can they!

[Dr. Black] Generally, there's an exclusion zone immediately around the gate because nobody wants to fuck around and find out with hitting a gate.

You can also temporarily shut a gate down, but realistically not for more than a few hours. And destroying them is complete taboo.

[Delegate Falcon Nautilus] Why?

[Delegate Erina Nicholes] Yes, why not? We blow the gates, easy independence

[Dr. Black] DO NOT! Blow up. The gates! Do you want to find out what happens when a giant construction using proprietary black box technology holding open a massive wormhole does when you break it?

[Mx Nautilus] I assume you'd want to find out from a very safe distance?

[Mr. Semes] I'm not interested in finding out what it's like to starve to death cut off from the rest of the species. Are you?

[Dr. Black] Do. Not. Mess. With. The. Gates. Just going through it wrong results in what we scientists call "The Squonch". Never mind just blowing a gate!

[Mx Nautilus] Wait, how do you go through it wrong? It's a hole!

[Mr. Semes] Wrong angular velocity, maybe?

[Dr. Yu] Bloody simple. You don't pay the mass price, destabilizing the wormhole and damaging the gates.

[Dr. Black] Wormholes require a mass-balance or they destabilize. Very small ships can get away with a time delay, but if you put a bigger ship through a wormhole and don't get an equivalent mass or energy back the other way, you get a Squonch.

[Ms. Nichols] What is the Squonch? An implosion?

[Dr. Yu] When a wormhole destabilizes it spits out all the mass inside it bloody quickly, and in a different order than it went in!

[Ms. Nichols] Fuck

[Mr. Semes] Ouch

[Dr. Black] That's The Squonch. You wind up as an atomized cloud-

[Dr. Yu] Or more precisely, as the throat of the wormhole collapses, your ship gets squeezed like a tube of paste.

[Mr. Semes] Don't mess with the gates. Got it.

Wait. If you have to get the mass back, how the goddamn do you get through in the first place?

[Dr. Black] Generally, asteroids or other counterweights.

[Dr. Yu] Usually, shuttle sized vessels are small enough that their mass doesn't shrink the gates enough to Squonch them.

Which is why Omoikane's exploration ships are basically glorified shuttles. They're small enough to get through without closing the gate too much. Then heading back through they basically open the gate by their mass again. Minus spent reaction mass.The easiest way to expand your end is to send a small spacecraft through and have it chuck a small asteroid back your way.

[Mr. Semes] So, if you go through and chuck an asteroid back you open your side of the gate enough that larger ships can come through?

[Dr. Yu] Essentially. It's a mass balance thing. If the scales start off even, and you send X mass through one way, the near mouth shrinks and the far end expands proportionately. Send X mass back, and the scales even out again.

[Dr. Black] Having a gate on each end helps to balance the mass with automated systems. And it's much cheaper to manage than eyeballing it and tossing asteroids around.

[Dr. Yu] You can also pay off the mass energy costs in energy, and the gates have multiple Jupiter masses of negative energy. You've got quite a bit of give and take.

[Mr. Semes] So, how do you pay off the cost in energy? And how do we expand the maximum capacity of the gates? Or is there just a hard limit?

[Dr. Yu] Build a bigger gate. And the only limit to size is how much mass you can provide and coordinate the gigahertz to terahertz range flux capacitors.

Basically the gates are powered to expose the bare negative mass of the gates, and the energy cost is extracted by either a reduction of power, or a sudden influx of waste heat, if you're on the side that's seeing an energy gain.

There's a lot of power involved in these gates, but it only really gets problematic when you transition from inertial to bare negative mass, or back. It's why warp drives are limited to positive energy, and stargates keep their wormholes open even when not in use.

[Ms. Nichols] So do radio waves propagate through the wormholes?

[Dr. Yu] Yes, Ms. Nichols, and the visible spectrum, and gamma rays, and infrared, and literally the entire spectrum of light.

-

Journal Entry of M Chakrabarti, Congressional Delegate:
April 19th, Puffy Clouds, gentle wind

There is so much to be done, and so little to do it with. Yang's spite knows no bounds.

It does appear that by some stroke of luck, that news of our little revolution has yet to spread beyond Radiant. Even without taking efforts to
maintain hide our situation keep hidden, it might take as many as six to eight months until the Charters in Sol have any idea of what's going on.

After yesterday's drama, the General Congress has finally settled into nearly three dozen specialist committees that oversee our constituents' interests. The most important sub-committees are those for Industry, Military, Science, Society, and Media.

After yesterday it's become clear that the general congress will have to set a focus for everyone to have in mind as we work.

Almost feel sick with hope and dread.

Probably not alone in that.

-


Current Approximate Population: 250,000,000

Trust: 65 (The populace is willing to give you a chance, no effect)

Net BR Production: 0

Net SR Production: 23

Net E Production: 23

BR stockpile: 0
SR stockpile: 0
E stockpile: 0




MEETING OF THE GENERAL CONGRESS

(For the following plan, each project requires a die to be assigned. Each dice is a d20 plus the category bonus that will be rolled to progress on the project. Some projects will require certain resources to complete, please make sure those are on hand. Some projects complete automatically. Excess progress may be shifted to other projects in that section. Please vote by plan by picking a FOCUS and then assigning dice to projects.)

Pick one option, thanks to focus being put in that category, it gains one extra dice to spend this turn, and will open up more options in that category next turn:

[ ] [FOCUS] Industry Committee
[ ] [FOCUS] Military Committee
[ ] [FOCUS] Science Committee
[ ] [FOCUS] Social Committee
[ ] [FOCUS] Media Committee


INDUSTRY COMMITTEE (1 Die)

"We've recently discovered that you work harder and more effectively when you're not constantly crunching"

-Asphodel Environmental Commission: +5 to dice rolls involving Asphodel
-Orbital Industrial Workers Union: +1 to dice rolls on industrial rolls

[ ] [IndComm] Begin Mining operations for BR on Radiant-1

The Industrial Committee's search for BR production turns to the innermost planet of the Radiant System, which prospectors have identified as moderate levels of all the basic resources that interstellar civilization needs.

Dice Bonus: +1

Project Completion: Automatic

Cost Per Die: 10 BR

Projected Result: Increase Production Infrastructure to Level 1 on Radiant-1


[ ] [IndComm] Begin Mining operations for BR on Radiant-2

The Industrial Committee's search for BR production turns to the second planet of the Radiant System, which prospectors have identified as moderate levels of all the basic resources that interstellar civilization needs.

Dice Bonus: +1

Project Progress: Automatic

Cost per die: 10 BR

Projected Result: Increase Production Infrastructure to Level 1 on Radiant-2

[ ] [IndComm] Expand SR Production on Asphodel

Asphodel has long been a source for the rare earth metals desired across the length and breadth of Compact space and is one of the primary reasons that Hermes-Ishtar not only constructed courier yards in Radiant, but placed several high end laboratories here.

Dice Bonus: +6

Project Progress: Automatic

Cost per die: 100 BR

Projected Result: Increase Production Infrastructure to Level 4 on Asphodel


[ ] [IndComm] Expand E Production on Elysium

While Radiant currently possess more than sufficient power generation, the Industrial Committee believes that we could easily increase generation by building many more of the tidal generators that use the high tides caused by the Elysium/Asphodel binary system along with simple renewable resources such as wind and solar power and fusion reactors as baseline power.

Dice Bonus: +1

Project Progress: Automatic

Cost per die: 100 BR

Projected Result: Increase Production Infrastructure to Level 4 on Elysium


[ ] [IndComm] Industrial reuse program

With our stockpiles tossed into the sun by one of VP Yang's last acts, the Industrial Committee has devised a plan to free up BR by identifying unnecessary Hermes-Istar vanity projects to recycle; though it will hurt morale to see that some of our first acts is to begin tearing things down. It will take a while to identify which buildings and furnishings can be recycled.

Dice Bonus: +1

Project Progress: Automatic

Cost Per die: Lose five trust

Projected Results: Gain a usable amount of BR proportionate to the dice roll.

-

MILITARY COMMITTEE (1 Die)

"No, it's not called a 'Defence Committee', we have no desire to sugarcoat the fact that these are weapons, and must be wielded with the utmost care and forethought"

-Courier Crewperson Community: +5 to dice on military rolls for smaller warship fabrication
-All-Radiant Congressional Defence Committee: +1 to dice on Military Rolls.

[ ] [MilComm] Give the Congressional Military Committee formal power to Organize Defenders

Currently Radiant is defended by an ad hoc collection of informal militias and seized and jury rigged warships operating on a confused logistics system with hundreds of organizations. It is in Radiant's best interests that everyone contributing to our defence is able to cooperate and coordinate.

Dice Bonus: +1

Project Progress: Automatic

Cost per die: 5 E

Projected Result: Full accounting of Defence Assets, vote for Defence Coordinator next turn

[ ] [MilComm] Convert Courier Orbital Yard 1 to Corvette production.

Radiant has no native military production capability, but an alliance of amateur military historians, yards workers, retired Hermes-Ishtar Conflict Management Professionals, and scientists have put forward plans to convert the local courier production yards into shipyards capable of building corvettes, manned drones, and unmanned drones.

Dice Bonus: +6

Project Progress: 0/20

Cost per die: 10SR and 5E

Projected Results: Gain a Corvette Shipyard

[ ] [MilComm] Convert Courier Orbital Yard 2 to Corvette production.

Radiant has no native military production capability, but an alliance of amateur military historians, yards workers, retired Hermes-Ishtar Conflict Management Professionals, and scientists have put forward plans to convert the local courier production yards into shipyards capable of building corvettes, manned drones, and unmanned drones.

Dice Bonus: +6

Project Progress: 0/20

Cost per die: 10SR and 5 E

Projected Results: Gain a Corvette Shipyard

SCIENCE COMMITTEE (1 Die)

"Do you have any idea how freeing it is not to have to worry about restrictive security protocols? Look! I just sent you all the data I have on the project! No restrictions! Isn't freedom of information wonderful?"

-Elysium Free Physicists Alliance: +5 to Dice rolls involving experimental physics projects
-Professional Union of Laboratory Technicians and Coders: +1 to dice rolls on Science Rolls

[ ] [SciComm] Assist with Prototype Wormhole research -FTL Communications

Developing on the already established laboratory work conducted on Elysium, it may be possible to create a prototype for a fixed location interstellar communications device. Once we have the prototype in hand, we can begin iterating on this technology. It is expected that this project will require moderate amounts of SR and E to see to completion.

Dice Bonus: +6

Project Progress: ???/???

Cost per die: 10SR and 5E

Projected Result: Unlocks Wormhole Communications Prototype

[ ] [SciComm] Assist with Prototype Wormhole research -Personal Wormhole

Developing on the already established laboratory work conducted on Elysium, it may be possible to create a fixed location interstellar travel device large enough for a single individual to travel through. Once we have the prototype in hand, we can begin iterating on this technology. It is likely that this project will require large amounts of SR and E to see to completion.

Dice Bonus: +6

Project Progress: ???/???

Cost per die: 10SR and 5E

Projected Result: Unlocks Personal Wormhole Prototype

[ ] [SciComm] Bypass Charter Fabricator Rights Management

While your people were able to take the local servers intact and extract ways to bypass Hermes-Ishtar FRM and begin reproducing the Hermes-Ishtar product base, products owned by the other Charters still need financial compensation to unlock and pay rental fees for. It is infuriating that free people still need to track down HI company scrip to convert into Charter appropriate tokens to fabricate items that should be totally free. The fact that your Capital reserves are limited and almost certainly likely to be deleted when word of your revolt reaches Sol makes this project even more urgent. (Repeatable)

Dice Bonus: +1

Project Progress: 0/20

Cost per die: 3SR and 3E

Projected Result: Opens up more projects


[ ] [SciComm] Develop New Educational Programs.

As we take stock of the results of generations of Hermes-Ishtar Influence, it has become clear that nearly everyone on Radiant has holes in their education. Or even worse, has absorbed clearly counter-factual facts. A coalition of parents, educational media influencers, teachers unions, historical consultants, and media analysts have proposed a plan to sift through HI archives, recovered server data, and personal items in order to construct a fact based curriculum for child and adult alike.

Dice Bonus: +1

Project Progress: 0/20

Cost per die: On completion permanent 1 E upkeep per 50 million citizens

Projected Results: An extra die into one of SciComm, SocConn, or MedComm


SOCIAL COMMITTEE (1 Die)

"I have no idea why Hermes-Ishtar considered law enforcement a separate category from the general welfare. Civil disturbances are a consequence of failures of a community to provide for its' member's general welfare.

"Well, I do have one guess why: It's probably way cheaper and more cathartic to just pay a guy to hit complainers with pain rays."


-Congress of Caregivers and Physicians: +1 to all Social roll dice
-Ex-Marketing Division Gang: +5 to Propaganda rolls
[ ] [SocComm] Basic Living Guarantees

For generations we have been forced by our Charter masters to obey or starve. No longer. It is a basic human right to have access to food, shelter, health care, and online access. While the various community organizations and industrial federations have been providing these on an ad hoc basis, a Congressional level program that coordinates across the entire system will not only eliminate any possibility of someone falling through the cracks, but rationalizing the Charters' artificial scarcity and convoluted employee rewards system and distributing the excess will free up resources previously wasted.

Dice Bonus: +1

Project Progress: Automatic

Cost per die: N/A

Result: One time roll dependent gain in BR, SR, and E. Gain +5 Trust

[ ] [SocComm] Immortality Guarantee

Functional Immortality has been a practical reality for the wealthy since the mid 2020s, and has long been a leading cause of why workers will permanently indenture themselves into Charter service. With this program implemented no longer will our people have to work or die. By overwhelming popular demand, this program is paired with the full legalization of voluntary euthanasia.

Dice Bonus: +1

Program Progress: 0/50

Cost per die: N/A

Projected Result: When Project is Completed have a permanent upkeep cost of 5BR, 5SR, and 5E per 50 million citizens, a permanent propaganda dice bonus, raise the trust floor by +10, and get one free die.

[ ] [SocComm] Try Charter Loyalists

During the course of the revolt, Vice President Yang, along with tens of thousands of junior executives, police enforcers, and Charter loyalists were taken prisoner by their former subjects. They are accused of crimes ranging from individual crimes like murder and rape, up to community crimes like systematic gaslighting and wage theft. The Congressional Social Committee is requesting permission to try the over ten thousand individuals currently comfortably held at a resort in the upper hemisphere.

Dice Bonus: +1

Project Progress: Automatic

Cost per die: 1E

Projected Result: Increase trust by 5


[ ] [SocComm] Develop New Educational Programs.

As we take stock of the results of generations of Hermes-Ishtar Influence, it has become clear that nearly everyone on Radiant has holes in their education. Or even worse, has absorbed clearly counter-factual facts. A coalition of parents, educational media influencers, teachers unions, historical consultants, and media analysts have proposed a plan to sift through HI archives, recovered server data, and personal items in order to construct a fact based curriculum for child and adult alike.

Dice Bonus: +1

Project Progress: 0/30

Cost per die: 2E per 50 million citizens

Projected Results: Gain an extra die into one of SciComm, SocConn, or MedComm


[ ] [SocComm] Encourage Retraining

With the end of Charter comes the loss of tens of millions of what can, if one were charitable, have been called "bullshit jobs". While these jobless people have full access to the essentials of life it seems to be an inevitable part of the human condition that we want to do something productive with our time. Joint programs between educators, local communities, unions, and industrial committee delegates can be formed to attempt to steer those idle hands towards jobs that bring them satisfaction and accomplishment.

Dice Bonus: +6

Project Difficulty: 0/30

Cost per die: 2E per 50 million citizens

Projected Results: Gain an extra die into one of either Indcomm, Milcom, or Scicomm

MEDIA COMMITTEE (2 Dice)

"How to change the universe, Step One: Let people know that change is possible"

-Creator's Forum: +2 to all media dice rolls
-Market Segment Analysis Hobbyists' Club +5 Signals Intelligence
-Guild of Professional and Amateur Performers: +5 to Human Intelligence

[ ] [MedComm] Develop New Educational Programs.

As we take stock of the results of generations of Hermes-Ishtar Influence, it has become clear that nearly everyone on Radiant has holes in their education. Or even worse, has absorbed clearly counter-factual facts. A coalition of parents, educational media influencers, teachers unions, historical consultants, and media analysts have proposed a plan to sift through HI archives, recovered server data, and personal items in order to construct a fact based curriculum for child and adult alike.

Dice Bonus: +2

Project Progress: 0/20

Cost per die: On completion permanent 1 E upkeep per 50 million citizens

Projected Results: An extra die into one of SciComm, SocConn, or MedComm


[ ] [MedComm] Encourage Retraining

With the end of Charter comes the loss of tens of millions of what can, if one were charitable, have been called "bullshit jobs". While these jobless people have full access to the essentials of life it seems to be an inevitable part of the human condition that we want to do something productive with our time. Joint programs between educators, local communities, unions, and industrial committee delegates can be formed to attempt to steer those idle hands towards jobs that bring them satisfaction and accomplishment.

Dice Bonus: +2

Project Difficulty: 0/30

Cost: 2E per 50 million citizens

Projected Results: Gain a die in either Industry, Military, or Science

[ ] [MedComm] Take Control of Gaid

Gaid is almost entirely empty of human presence aside from a few hundred Hermes-Ishtar maintenance personnel and SAR teams who rotate through Radiant. By simply making the normal change of station with confirmation codes taken from HI servers we can take control of the system without any violence or use of extra resources.

Dice Bonus: +12

Project Progress: Automatic

Cost: N/A

Projected Results: Take control of Gaid

[ ] [MedComm] Insert Assets into Infiltration of Xotreh

Currently controlled by Omoikane, Xotreh appears to be a system deliberately lost by the bureaucracy. With a population barely cresting 54,000 individuals, the bulk of the inhabitation is limited to seasteads on the icy ocean world of Xotreh B4a, unofficially known as "Sushi". By all indications "Sushi" is being used by Omoikane to dump workers with poor records and incorrigible troublemakers. The Media Committee wants to insert a team into the system under the cover of maintenance of local comms relays. Once we have a tap into system communications and agents on the ground MedComm planners will begin to plan to encourage Xotrah to throw off Omoikane and join the Congress.

Dice Bonus: +12

Project Progress: 0/10

Cost per die: 1SR

Projected Results: Insert Assets into Xotreh, new projects on completion.


[ ] [MedComm] Insert Assets into Bestreer.

Officially owned by Cernunnos, Bestreer is barely inhabited, with only a gate maintenance team and a SAR station. The few hundred Cernunnos employees appear to have the same extremely relatable gripes and problems that all spacers relegated to backwater worlds have. The Media Committee wants to insert a team into the system under the cover of maintenance of local comms relays. Once we have a tap into system communications and agents on the ground MedComm planners will begin to plan to encourage Bestreer to throw off Cernunnos control and join the Congress.

Dice Bonus: +12

Project Progress: 0/10

Cost per die: 1SR

Projected Results: Insert Assets into Bestreer, new projects on completion.

[ ] [MedComm] Insert Assets into Fliveons.

One of the two other heavily inhabited systems in this region, Fliveons is home to over 15 million Rhodes workers. With over nine times Radiant's Basic Resource income alone, Fliveons is one the many Rhodes mining systems that feeds the great many-headed beast that is the Charters. Most of Fliveon's inhabitants live in spartan accommodations on the technically inhabitable Oyu Tolgoi (Fliveons 6b). The Media Committee wants to insert a team into the system under the cover of maintenance of local comms relays. Once we have a tap into system communications and agents on the ground MedComm planners will begin to plan to encourage Fliveons to throw off Rhodes control and join the Congress.

Dice Bonus: +12

Project Progress: 0/30

Cost per die: 1SR

Projected Results: Insert Assets into Fliveons, new projects on completion.


[ ] [MedComm] Insert Assets into Shei.

Almost certainly our current greatest threat is the small Ares garrison above the prison planet of Sheol. A mere 2 of that 32 million is Ares personnel, support staff, and families that live on the smaller of the planet's two continents. The other 30 million inhabitants are the prisoners recorded as living on the larger continent and resupplied by automated drones. Sheol's moon of Watchman is home to the system's high command and their local light shipyards. The Media Committee wants to insert a team into the system under the cover of maintenance of local comms relays. Once we have a tap into system communications and agents on the ground MedComm planners will begin to plan to encourage Sheol to throw off Ares control and join the Congress.

At the moment MedComm believes that the system is garrisoned by the cruiser Shieldmaiden and her attendant corvettes.

Dice Bonus: +12

Project Progress: 0/10

Cost per die: 1SR

Projected Results: Insert Assets into Sheol, new projects on completion.


[ ] [MedComm] Insert Assets into Akleod

The last of Radiant's surrounding systems, Akloed is home to a Mississippi Interstellar transshipment hub. The just over 5000 inhabitants of Akleod are concentrated in an orbital station above Gnat's Ass (Akleod 2). It appears that the MSI Junior Executive in charge of Akleod is an utterly venal individual who had several under the table deals with Vice President Yang and other member's of Radiant's former rulership. The Media Committee wants to insert a team into the system under the cover of maintenance of local comms relays. Once we have a tap into system communications and agents on the ground MedComm planners will begin to plan to encourage Akleod to throw off MSI control and join the Congress.

Dice Bonus: +12

Project Progress: 0/10

Cost per die: 1SR

Projected Results: Insert Assets into Akleod, new projects on completion.



[ ] [MedComm] Maintain the Charade

At the moment the outside universe believes that Radiant remains under Hermes-Ishtar control. MedComm has a plan to spend time and effort to maintain the charade that Radiant is still under Charter control giving us more time to prepare for the Charters' inevitable overreaction. (Can be taken again, but the project is more difficult each time)

Dice Bonus: +7

Project Progress: 0/10

Cost per die: 2SR, 5E

Projected Results: Add a quarter to the time it takes for Sol, or your neighbours, to be alerted to your Independence. This can be rendered moot by other actions, such as all out war with a neighbour.


[ ] [MedComm] Organize a Diplomatic Corps

At some point Radiant will have to deal with the outside world openly and when that comes we need to have a diplomatic corps ready to deal with the outside universe.

Dice Bonus: +2

Project Progress: Automatic

Cost per die: 2E

Projected Results: Opens up diplomacy projects, next turn you will have a vote for Diplomacy Coordinator with Full Plenipotentiary Powers to negotiate on the Congress' behalf.
 
Vote closed
Scheduled vote count started by AKuz on Dec 14, 2020 at 7:57 PM, finished with 61 posts and 25 votes.

  • [X] Plan Charters and Gaid
    -[X] [FOCUS] Social Committee
    -[X] [IndComm] Industrial reuse program
    -[X] [MilComm] Give the Congressional Military Committee formal power to Organize Defenders
    -[X] [SciComm] Bypass Charter Fabricator Rights Management
    -[X] [SocComm] Basic Living Guarantees
    -[X] [SocComm] Try Charter Loyalists
    -[X] [MedComm] Take Control of Gaid
    -[X] [MedComm] Maintain the Charade
    [X] Plan Kickstart Industry quietly
    -[X] [FOCUS] Science Committee
    -[X] [IndComm] Industrial reuse program: 1 dice
    -[X] [MilComm] Give the Congressional Military Committee formal power to Organize Defenders: 1 dice
    -[X] [SciComm] Bypass Charter Fabricator Rights Management: 2 dice
    -[X] [SocComm] Basic Living Guarantees: 1 dice
    -[X] [MedComm] Take Control of Gaid: 1 dice
    -[X] [MedComm] Maintain the Charade: 1 dice
    [X] Plan Action Economy
    -[X] [FOCUS] Science Committee
    -[X] [IndComm] Industrial reuse program
    -[X] [MilComm] Give the Congressional Military Committee formal power to Organize Defenders
    -[X] [SciComm] Bypass Charter Fabricator Rights Management
    -[X] [SciComm] Develop New Educational Programs.
    -[X] [SocComm] Basic Living Guarantees
    -[X] [MedComm] Develop New Educational Programs.
    -[X] [MedComm] Maintain the Charade
    [X] Plan Living Standards and Gaid
    -[X] FOCUS: SocComm
    -[X] [IndComm] Industrial reuse program
    -[X] [MilComm] Give the Congressional Military Committee formal power to Organize Defenders
    -[X] [SciComm] Bypass Charter Fabricator Rights Management
    -[X] [SocComm] Basic Living Guarantees
    -[X] [MedComm] Maintain the Charade
    -[X] [MedComm] Take Control of Gaid
    [X] Plan Living Standards and Education
    -[X] FOCUS: SocComm
    -[X] [IndComm] Industrial reuse program
    -[X] [MilComm] Give the Congressional Military Committee formal power to Organize Defenders
    -[X] [SciComm] Bypass Charter Fabricator Rights Management
    -[X] [SocComm] Basic Living Guarantees
    -[X] [MedComm] Maintain the Charade
    -[X] [MedComm] Develop New Educational Programs.
    [X] Plan: Hard Burn
    -[X] FOCUS: SocComm
    -[X] [IndComm] Industrial reuse program
    -[X] [MilComm] Give the Congressional Military Committee formal power to Organize Defenders
    -[X] [SciComm] Bypass Charter Fabricator Rights Management
    -[X] [SocComm] Basic Living Guarantees
    -[X] [MedComm] Maintain the Charade
    -[X] [MedComm] Insert Assets into Infiltration of Xotreh
    [X] Plan: Waste Not, Want Not
    -[X] FOCUS: SocComm
    -[X] [MilComm] Give the Congressional Military Committee formal power to Organize Defenders
    -[X] [SciComm] Develop New Educational Programs.
    -[X] [SocComm] Basic Living Guarantees
    -[X] [MedComm] Maintain the Charade
    -[X] [MedComm] Develop New Educational Programs.
    [X] Plan Charters and Bestreer
    -[X] [FOCUS] Social Committee
    -[X] [IndComm] Industrial reuse program
    -[X] [MilComm] Give the Congressional Military Committee formal power to Organize Defenders
    -[X] [SciComm] Bypass Charter Fabricator Rights Management
    -[X] [SocComm] Basic Living Guarantees
    -[X] [SocComm] Try Charter Loyalists
    -[X] [MedComm] Insert Assets into Bestreer.
    -[X] [MedComm] Maintain the Charade
 
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