Hard Contact -- A Space Opera GSRPG





Co-Gm'd with @AMTurtle, and @Skrevski with special thanks to @Cetashwayo

The year is 457 of the Universal Calendar, and the galaxy shudders in relief.

The Hyper War is over. The enemy of all free species lies defeated. Humanity's dreams of conquest and dominion have been extinguished with a tide of blood. For eighteen long years has the galaxy been at war. Every corner of the star filled expanse has been touched in some way, shape, or form by the fighting. Entire sectors have been scoured clean. Through a grand coalition of many species has the Coordinated Euphrates Command—the guiding hand of humanity for nearly a hundred and thirty years—been defeated. Earth has just been taken, the official declaration of unconditional surrender broadcasted by Admiral Albert Ortman. With their homeworld under Coalition occupation, humanity has finally accepted the reality of defeat. Some rogue units continue to fight—but they do so for a dead dream. With victory secured the Coalition already begins to fray at the seams. With the threat of human dominion leashed, old rivalries begin to flare once again. The Assembly of Species attempts to mediate, but its power is a shadow of its pre-war self, and many openly debate the necessity of its existence. The ground is shifting under the feet of the galaxy, shaken from its roots by the war. New political blocs are forming, even as the fires across the galaxy smolder into embers. Opportunity abounds. Stable ground will have to be found, formed if necessary, and the fate of the post-war order will have to be decided through hushed meetings between diplomats and economic power, by the barrel of a gun, or through the wonders of technology. Many had thought the fate of the galaxy had been decided when Coalition troops were seen in the dusty skies of Earth, but the truth of it is that it has only begun.







Hello, and welcome to Hard Contact: A Space Opera GSRPG!


Here you will play various alien races in a galaxy that has just successfully defeated humanity, would-be galactic conquerors. With the Coordinated Euphrates Command dead, and swaths of the galaxy in ruins, it is up the players to chart a path in a post-war galaxy, where the idealism of grand cooperation of the Coalition was already fraying when allied forces entered the Sol system, and realpolitik is already replacing it. A new galactic order will have to be decided, and it will be up to you to chart your species a safe course through murky waters. While the CEC has recently surrendered, a treaty has not been signed. The Coalition still stands—for now—and Earth is under occupation, awaiting its fate.


No human-ruled or biologically human polities, including posthumans.
No hive minds. Robots and bug races are allowed but sentience is required.

You get 3 orders, 300 words total.

Discord link.

Faction creation: Here you will be a template for your application.

Polity name: (Channel that sci-fi shit.)
Species: (Describe your species and history in a concise manner. You can have more than one species.)
Drive: (The social cohesion of the state and the ability of the leader of that state to dictate terms within it to deal with matters internally. If this reaches zero your state crumbles.)
Domain: (Representing economy and population size. Determines the size of your military.)
Military: (Quality of the military.)
Technology: (Your polities tech levels.)
-Drive:
-Domain:
-Military:
Player League: (Which league your polity belongs to. You can be independent, but the general expectation is that your polity exists as part of a League. Independents will be at a disadvantage and considered more carefully.)

Flaws: (Flaws are meant to be serious and not fully resolvable issues within the span of the gametime. You should not treat them as temporary maluses but features of your society and long-term consequences of the hyper war. Stats and technology levels, meanwhile, can be gained and lost throughout the course of the game through player actions)

Preferred location: (Three claim system. Picked a conduit on the map—those little roundels with a letter beside them. Z1, Z2, Z3, and Z4 cannot be claimed.)

Declarations: (These declarations will help determine your faction's stance and overall attitude for the post war world, and what they did during the war.)

What you expect to get from the humans at the treaty:
Your factions opinion on the orbiting races:
Opinion on the Assembly of Species role:
Two rivals for your polity: (Note, these will be picked after apps are selected.)
And one ally: (Note, these will be picked after apps are selected.)



Opinion on the role of the Assembly of Species;

Consolidator: The strength of the galaxy was able to defeat the human menace yet it was the bickering between the supposed equals that ensured the Coalition took longer to win. If the Assembly could be reorganized a select few or even one proper leader could provide leadership to the galaxy stopping the rise of any future human style threats from emerging. What exactly this set up would look like is open for debate among even the consolidator faction yet the idea has grown traction during the Hyper War.

Traditionalist: The Assembly of Species has been a galactic institution for centuries with it serving as a meeting place of equals to share ideas, trade and for mediation of conflicts. Humanity's refusal to operate within the Assembly should have served as a proper warning for the rest of the galaxy for what was to come next. An idiom spoken by many ship mechanics, if it ain't broke why fix it?


Filibuster: Your people have always been skeptical of the Assembly with it proclaiming itself as the deciding factor in the galaxy. Why your people are in it is a mystery to many of its members but there is wisdom about being inside the big tent rather than standing outside of it. You seek to leave the Assembly, its abolishment or stay around to ensure that it never bothers your people's dreams and livelihoods.

Opinions about the Orbiting Races:

Uplifter: Why your people seek to bring less advanced races into the fold before they can naturally reach it themselves could be for a number of reasons, altruism being the most common. Uplifting of races however is a dangerous prospect, humanity being given numerous aid to unseat the Ulvorians which led to the destruction of the Hyper War.

Exploiter: Running a government is really all just a matter of resources and their allocation. Why let some primitives horde valuable resources in the name of some outdated code of ethics? Your government, or your people, believe in taking what you can from the orbiting races and putting it in better hands—yours.

Shunner: The orbiting races are something to be ignored, they are unworthy of your time. One day they could be important, not today and you are very busy.


Example
Name: Coordinated Euphrates Command
Government: Military Dictatorship
Leader: Admiral Albert Ortmann (Interim)
Drive: 2 (Tech: 3)
Military: 5/10 (Tech: 3)
Domain: 3/10 (Tech: 3)
Influence: N/A

Current/Potential


Leagues

Galactic history is often not dominated by singular powers but a collection of powers uniting under a single purpose to enact their vision upon the galaxy at large. The Imperial Ulvor Union, a league headed by the titular Ulvor people, after leading the galaxy against the the Infestation War wiping out the Xalon menace would dominate the galaxy resetting the galactic calendar to the end of the conflict, the Universal Calendar. Ulvor centuries domination of the galaxy would wane before they would be engaged in the ill-fated brush wars against mankind for a century which would see their alliances and influences crumble to dust. Mankind's ascension to galactic superiority would see them reject the need for operating with the Assembly of Species instead relying upon their own league called the New History Organization who would follow them into the Galactic War.

The Leagues of today operate not as species dominated ones of yesteryear but of ones based upon similar ideals and beliefs that shaped the campaigns of the Coalition against the New History Organization. Now with their rivals defeated and with the leagues unable to agree upon a vision of peace beforehand they must negotiate amongst those within their own ranks and their coalition allies what the galaxy will look like tomorrow.


Hierarchy: The strength of the state over the average person within these policies is the belief of the members of this League share. A stable and safe galaxy is the concern of the members of the Hierarchy League with the guns finally silent.

Freedom: The will of the people is a wonderful chorus that unites this League. The rights and protection of the individual must never be snuffed out with the Freedom League there to protect them.

Prosperity: The galaxy is full of opportunities that can be harnessed by those with the skills and vision to do so. The Hyper War has been a blunder for the galaxy but tomorrow has numerous opportunities for those willing to grasp it, the Prosperity League will be.

Equality: If one is exploited all are exploited and this must be corrected. The Equality League sees the ruins of the galaxy as a chance to rebuild it more to their vision, whether it is through calls of true redistribution or a fairer deal for their own membership.

Technology

How advanced the technological gear and methodology your civilization is in the other state What exactly the technology is for the player to decide but mechanically will be treated as a buff. AI assisting governance for Drive, battle mechs for Military or bioengineered livestock for Domain for example. These will all be standard space opera tier technologies with nothing game breaking being allowed with what exactly a technology is a flavor saying what exactly your people are good at.


Generation:

Up to 9 points earned through flaws; 6 of which can be used on Stats and 3 used on Technology Levels.

You start with 9 free points to spend only on stats (not tech).
All stats start at 1 before point buy, maximum of a stat is 10.

All technology levels start at 1 before point buy, the maximum of tech levels per stat is 3.


Drive: The social cohesion of the state and the ability of the leader of that state to dictate terms within it to deal with matters internally. If this reaches zero your state crumbles.
1: The people's call for change is muffled only by the boiling rage as many prepare their daggers.
5: The state is humming along.
10: The galaxy is in awe of the strength of your people's will.
Military: Quality of the military.
1: Your military is considered a laughing stock by the galaxy.
5: A respectable force in the galaxy.
10: Humanity was foolish to go to war with you.
Domain: Representing economy and population size. Determines the size of your military.
1: A speck in the stars.
5: A moderate sized polity.
10: A vast and powerful polity who if rallied properly could shake the stars themselves.

Each stat (drive, military, domain) has a tech level associated with it, and you start with 1 Tech Level in each. Distribute any flaw-gained tech points to each stat, for a maximum of 3 Tech Level per stat.

1: Conduit tier
3. Cutting edge (starting limit)
5: Precursor tier


Domain
Sectors
Starting Military
Military Generation
Force Cap
1​
1​
2 Armies, 2 Fleets​
1 Army and 1 Fleet per turn​
3 Armies and 3 Fleets​
2​
1​
4 Armies, 4 Fleets​
1 Army and 1 Fleet per turn​
6 Armies and 6 Fleets​
3​
2​
6 Armies, 6 Fleets​
2 Armies and 2 Fleets per turn​
9 Armies and 9 Fleets​
4​
2​
8 Armies, 8 Fleets​
2 Armies and 2 Fleets per turn​
12 Armies and 12 Fleets​
5​
3​
10 Armies, 10 Fleets​
3 Armies and 3 Fleets per turn​
15 Armies and 15 Fleets​
6​
3​
12 Armies, 12 Fleets​
3 Armies and 3 Fleets per turn​
18 Armies and 18 Fleets​
7​
4​
14 Armies, 14 Fleets​
4 Armies and 4 Fleets per turn​
21 Armies and 21 Fleets​
8​
4​
16 Armies, 16 Fleets​
4 Armies and 4 Fleets per turn​
24 Armies and 24 Fleets​
9​
5​
18 Armies, 18 Fleets​
5 Armies and 5 Fleets per turn​
27 Armies and 27 Fleets​
10​
5 , conduit tunnel, sub-conduit​
20 Armies, 20 Fleets​
6 Armies and 6 Fleets per turn​
30 Armies and 30 Fleets​

Also, it is important to note that although domain provides these concrete resources, neglecting drive and military stats will significantly reduce your ability to use them in any useful way.


One Point Flaws
Ethnic Tension: Rival ethnic groups live within your state, and often jockey against one another for position and resources. Should these affairs not be carefully managed, it may grow to open violence. [One Point]
Caste System: Your society, for whatever reason, is strictly divided into different segments. Many die in the caste they were born in, leaving society stratified and rigid. [One Point.]
Doves: A powerful pro-peace faction has taken root in your society, one which opposes any form of war. Their voices will have to be taken into account. Whether or not this was due to experience in the Great War or before it is up to you. [One Point.]
Hyper Specialized Worlds: Your polity houses many worlds that are hyper specialized towards specific ends. While this leaves them very capable in their area of focus, lack of redundancy leaves you vulnerable should the worst occur. [One Point.]
Voidborn: Your people have lived without a planet for long enough that they have gotten used to living aboard spacecraft. As a result, your people struggle in terrestrial environments. [One Point.]
Systemic Hesitancy: Your society is plagued by a notable social ill, one which your government freezes at the mere prospect of confronting. [One Point.]
Mayflies: Your species is remarkably short lived, and your people struggle to keep your society functioning at acceptable levels as a result. [One point.]
Gluttonous: Your people require more resources than other species to survive—and expect even more to maintain their standard of living—leaving a notable strain on your economy. [One Point.]
Goldilocks: Your people require specific conditions to live to allow them to live properly. This makes planets of your polity unusable by your population or highly undesired. [One point.]
Low Yield: The rate of procreation of your people is painfully slow with the population growth less than ideal and making maintaining population during times of trouble a nightmare. [One point.]
Spatial Fluctuations: Something is wrong with your Conduit. Maybe the Humans did something, maybe it was there all along- but ships tend to go missing, and travel can be slower than it should be... [One point.]
Haves and Have Nots: There is a glaring divide between the lower and upper class of your polity which is obvious to everyone which if not handled properly could snowball into serious effects. [One point.]

2 Point Flaws
Rogue Military: Civilian control over the military is slipping. If officers do not like the orders they receive, they often are 'misplaced,' and the military often acts on its own initiative. [Two Points.]
Dependent on Another Power: You are economically and militarily dependent on another, greater power. Whenever you act, you must keep their interests in mind, lest you bite the hand that feeds. [Two Points.]
Refugee Crisis: The war against humanity has turned swaths of the galaxy into cinders, and displaced entire species. Many have fled to your borders, much to the dissatisfaction of your own populace. [Two Points.]
Wounded Lands: Your territory was a 'hot zone.' An area deemed of high importance to the CEC and Coalition, and thus heavily contested as a result. Your people have been in the forefront of much of the fighting, and your lands are bloodied as a result. [Two Points.]
Mass Climatological Collapse: A vast amount of your holdings are undergoing a collapse of their ecosystem, likely as a result of your species presence, or the war itself. [Two Points.]
Addicted: To what a notable segment of your population have become addicted to could be a variety of things stimulants, drugs or holographic fantasies the thing that can be assured though it is not good for them. Health administration efforts have been unsuccessful and now you must deal with your population obtaining the source of their addiction from supp;oes outside your control. [Two Points]
Paranoid Intelligence Institutions: Your intelligence agencies have taken hyper-vigilance to its fullest. They see knives in every shadow, and react accordingly. [Two Points.]
Holdouts: Elements of the human military have refused to obey the CEC's order to stand down and surrender, and have gone to ground in your territory, thanks to pro-human sentiment having a hold over large parts of your population. [Two Points.]
Political Gridlock: For some reason a facet of your government system doesn't really work and you have to accomplish things through arcane workarounds. [Two Points.]
Greased Gears: Your military industrial complex requires more in profit than your war machine can provide so it will frequently look to outside markets that you may not prefer to engage in to sustain itself. Plenty of palms have received enough appropriate donations in the right places to keep this practice going.
Unpleasant Conduct: Your people for lack of a better term act like hogs. Constantly chest thumping and getting into fights over pride, rank or other perceived slights with one another and outsiders. [Two Points.]
Restless Warriors: Whatever they call themselves you have a martial class in your society with significant influence and a culture that demands they prove themselves in conflict. if you are not able to satisfy them with external wars, they may turn instead on each other. [Two points]


3 Point Flaws
Scrapped the Barrel: Your people gave everything they had for the Great War. Now that it is over, your nation's youth has been bled white, leaving a gaping hole where they should be on every planet. Your economy and culture have been hit harshly as a result. [Three Points.]
Recently Liberated: Your people have languished under the yoke of the CEC for years, as they bled your people dry and drained your land of resources. Liberation came for you in the last stages of the war, and much of your territory remains devastated by the fighting and occupation. [Three Points.]
Revolutionary Sentiment: The war has introduced queer ideas to your people, which has spread like wildfire. With the fighting over, the people demand a change in governmental system, and their voices are growing louder as time passes. [Three Points.]
Displaced People: The Great War has turned your people into refugees, wandering the stars in search of a new home. [Three Points.]
Coming Out The Shell: Since the very day your people have left their home star system, you have always kept to yourselves. This policy of isolation has only deepened over the years, leaving you with only a token dignitary to the Assembly of Species as your connection to the galactic community. This would have continued had the Great War not forced a change, and shoved your people out into the open.The carefully constructed barrier between your people and the outside galaxy is being torn with ideas and items set to cause immense ripples in your society. [Three Points.]
Destroyed Conduit: A key star system for your economy has been ravaged in the Great War and reduced to ruins, with its Conduit little more than slagged ruins, negatively impacting your economy and political standing as a result. [Three Points.]
Institutional Rot: Corruption, greed, or simple incompetence plagues your government. Backroom deals in smoke filled rooms between sleazy figures is the norm, people do not trust their government, and rust begins to spread throughout the churning wheels of society. [Three Points.]



Known to some as the Upstarts' Tantrum, the Hyper War was a monumentally cataclysmic conflict that lasted for eighteen bloody years. Started by the Coordinated Euphrates Command in 439 UC the Hyper War proved a vicious and drawn out affair which eventually involved the entire galaxy in an all out brawl for dominion, freedom, or simple survival. We the GM's will not go into too much detail, so that players may be all the freer to decide how their nations interacted with the fighting, but will endeavor to give enough information to properly showcase how bloody the conflict was, and so players may be able to confidently design their species. The war has had three noted stages.

At game start, Earths moon is slowly drifting towards the planet in a collision course.

Stage One: Heaven Aflame[Year 1-6]

This stage of the war is characterized by a rapid advance of the CEC and its allies, completely overrunning several polities in the first two years, and several grand defeats for their foes. Many polities of the galaxy are left staring down the barrel of a gun, held by a power determined to possess galactic dominion, and seemingly holding the means with which to grasp it. The Assembly of Species attempts to mediate an end to the fighting all fail, further hurting its standing in the eyes of galactic powers. The human military is well armed, well-prepared, and possessing technological edges which prove key on the strategic level. Many militaries find themselves floundering in the face of human aggression, and the Coalition is formed in response to the CEC's rapid advance. A multi-species alliance, dedicated to putting a stop to human aggression, the Coalition is plagued with teething issues and rivalries for the first stage of the war. Human rule of their newly conquered territory tends to be brutal and unpleasant affairs for the occupied, save for those who collaborate with the CEC. The Assembly of Species mothership Mosaic Station, the massive space station made from the cumulative effort of uncounted species over the span of time, is harried by human forces, yet manages to stay one step ahead. The HADES Corp, genetically modified supersoldiers gathered from orphans who would have otherwise been deemed a burden to society, make their devastating debut as they cause havoc behind Coalition lines.

Stage Two: Changing Winds[Year 6-13]

This stage of the war is characterized by intensifying fighting throughout the galaxy, as the CEC's advance slows and armies the galaxy over have properly mobilized. Entire star systems are scarred in the fighting, and whole species have been displaced, forced to flee their homes lest they become extinct. Any polities that have remained neutral thus far are finally forced to pick a side as the war escalates to truly galactic proportions, with its deathly touch being felt in every corner, in some shape or form. The Coalition is pushed to the brink, and the CEC looks to be nearing victory. Things come to a head in the Battle of Triton, as the Coordinated Euphrates Command executes Operation Godfall, aimed at annihilating the Mosaic Station and in the process destroying any sense of galactic unity. Headed by war hero Admiral Rogers, the task force is given the best equipment and forces the CEC can muster, including humanity's flagship: the supercarrier Olympus Mons. Already it has carved out for itself a reputation of terror, responsible for several key victories for the Coordinated Euphrates Command. Over a series of three months Roger's task force harries the Mosaic Station and its escort fleet. Inching closer and closer as time drags on. In response, and at the political maneuvering of the Grand Speaker of the Assembly, the Coalition begins to muster its own forces, planning a risky ambush at the Triton Nebula. Tensions prove high between the disparate fleets of Coalition forces as they gather and lay in wait, but key commanders ensure cooler heads prevail, and ultimately the Mosaic Station successfully baits the CEC task force into the trap.

The Battle of Triton is the bloodiest of the war yet, with both sides suffering from sensor interference thanks to the nebula. The battle is a hardfought slugfest that lasts for a whole week, with trickles of Coalition and CEC reinforcements pouring in the whole time. Things come to a head on the seventh day when the Olympus Mons is destroyed in a desperate hail mary by Coalition forces, which kills Admiral Rogers and saps the will of the CEC task force to fight. Coalition forces are too bloodied to pursue and the Mosaic Station limps from the Triton Nebula, damaged but unbowed. The galaxy is given a much needed breather and victory both, while the CEC fumes at the disastrous defeat. Coalition forces begin to properly cooperate with one another, with the Battle of Triton serving as a symbol of unity, and begin to push back against the CEC. Human forces, in response, begin to tighten their grip on occupied territories through draconian laws, inflaming resistance groups. The CEC begins to churn out genetically modified monsters, seeking to replicate their success with HADES at a fraction of the cost. While unsuccessful, High Command is nevertheless pleased with their vat grown disposable cannon fodder, seeding them on stubborn worlds to root out resistance.

Stage Three: Twilight of Ambition[Year 13-18]

This stage of war is characterized by the increasing desperation of the CEC, and its spiteful last acts. The war has turned against humanity, seeing them pushed back across vast swaths of the galaxy. Defeat is considered inevitable by some within Coordinated Euphrates Command, yet its leaders refuse to consider any sort of surrender. The CEC instead doubles down, resorting to scorched earth policies in the face of advancing Coalition forces. Who are in turn growing increasingly confident of their seemingly inevitable victory, and some grow complacent as a result. Several key battles take place, in which the CEC almost reverses the course of the war. It is only through a mix of luck and skill that the CEC fails, with the offensive having left Coalition forces bloodied and their populations shaken. With the Coalition encroaching on core human territory the CEC wastes resources on multiple spite operations, aimed at causing as much terror and pain as possible. CEC occupation forces begin to burn the planets they're stationed on in an attempt to deny the Coalition logistical hubs. The CEC military is largely defeated in detail as Coalition forces advance into core human space.

The second Coalition fleets entered the Sol system when all knew the end was near. But the CEC held an iron grip on its populace, and managed to inspire a fanatical defense, forcing Coalition troops to slog through the Sol defensive line resulting in some of the bloodiest battles of the war. The Jovian yards were slagged, Mars lived up to its epitaph 'Red Planet,' and Earth's moon—one of the load bearing points of the Sol system—saw vicious fleet engagements and endured a bloody siege of such violence that the moon was knocked out of its orbit. When its guns fell silent was when many within the CEC finally accepted the reality of defeat. As Coalition forces landed on Earth, military leaders within the CEC couped the Supreme Leader, killing her and her closest supporters in the course of a bloody day. Admiral Albert Ortmann was declared interim leader, and surrendered unconditionally to Coalition forces. After eighteen long years, the single most destructive conflict in galactic history is finally over.

The Assembly of Species is an ancient institution, which stretches as far back as any can remember, serving less as an official governing body and more of a gathering place for the great powers of the galaxy, in whatever form they existed in. There, held together by tenuous threads of cooperation and the thin veneer of polite conduct did the wheels of galactic politics turn. It was not always like this, but few could point to what other state it could possibly exist in, nor would the powers that be entertain any thought that this singular gathering point could become anything more than a place for deals to be made in the dark. This all changed during one of the great tides of the galaxy, where the wheel turned once more. From the recess of space came the hive-minded Xalon, whose Hive-Queens sought to make the stars sing as one. The Infestation Wars, as they came to be called, were slow to start. Thanks, in part, to the limited technology of the era, as well as the state of heightened tension that existed between the great powers of the time. Thanks to this tension, and arrogant blindness, the Xalon were allowed to spread until their teeming hordes became a threat to the entire galaxy. When the Infestation Wars kicked off in earnest, it was as a grinding, bloody thing. The disunited powers began to be dragged under, one by one, desperation only heightening their bickering. This changed when the Ushta, a general of the Ulvor, sided with a popular revolt that sought the end of the monarchies' inept handling of the bloody conflict. Crowning himself Emperor, Ushta saw that the galaxy stood to lose to the Xalon, and saw the potential within the Assembly of Species as a means to stop that. Using his reputation as one of the few to adequately handle the Xalon with some success, the Emperor spearheaded a restructuring of the Assembly, transforming it into the galactic forum that exists in the modern day. His league, the Imperial Ulvor Union, was the chief guiding power within the Assembly of Species, accuring great influence and power around themselves, and securing the IUU as a galactic hegemon. The Infestation War ended ignominiously, with much of the Xalon species dying. If there is anything left of them is not known, but with the hateful legend they had formed in history, it is doubtless news of their finding would not be taken well. In recognition of the turning point in galactic history, and cooperation between species, a galactic calendar was settled upon. The declaration of the Universal Calendar proved a key political victory, further cementing the Assembly of Species' place in galactic history, and the IUU.

The Assembly of Species does not possess much in the way of hard laws, and it is not a galactic governing body. It is, however, a place of mediating and peace. The Assembly openly adheres to the fragmented values of the Precursors—specifically the spirit of peaceful exploration and diplomacy. It is honored by many species throughout the galaxy, being seen as a respected and ancient institution that often has widespread, lasting good at the forefront of its agenda. It is not always successful, but for centuries its position in the galaxy has been unchallenged. Until recently, for once more in bloody, brutal conflict has the legacy of peace and hope that's stood for hundreds of generations has been truly shaken.

They make their home on Mosaic Station, a massive mobile space station that traverses the galaxy. The station is built from hundreds of interlocking space stations from different species, and serves as a symbol of galactic cooperation. They are headed by the Grand Speaker.

The Assembly of Species also regulates the use of Conduits, setting forth the rules and regulations of their use.

Name: Coordinated Euphrates Command
Government: Military Dictatorship
Leader: Admiral Albert Ortmann (Interim)
Drive: 2 (Tech: 3)
Military: 5/10 (Tech 3)
Domain: 3/10 (Tech: 3)
Influence: N/A

Current/Potential

Mankind emerged from the shadow of the Fourth World War a unified polity for the first time in their history after almost causing their own extinction. The expansion and colonization that mankind performed of the Sol system and other neighboring regions of space had an air of desperation to them. The common belief that man's homeworld would be unable to sustain the population after the wounds inflicted on it during the Fourth World War scarred mankind , becoming the basis for the later species' self justification for its expansion. The early expansions mankind believed itself to be along with nothing but open frontiers for eternity. Then came the first contact with the Imperial Ulvor Union. The Dawson Incident, named for a soon to be famous Captain William Dawson, was a bloody skirmish between three CEC craft and a lone IUU patrol ship, which saw the trio of human ships badly thrashed by the lone patrol ship. While language barriers proved an issue at first, the sheer technological disparity between the two polities is what received the absolute focus of the CEC's paranoia. Convinced that they were going to be annihilated by an alien race, the Coordinated Euphrates Command went into a siege mindset almost immediately. After a year of careful study and four other incidents the CEC eventually launched its own coordinated strike which saw the capture of one IUU vessel and the destruction of another. Rampant paranoia and human supremacism on the CEC's part, and bruised Imperialistic ego on the IUU's part, practically ensured that the century long brushfire wars would come to pass.

The Coordinated Euphrates Command's victory in these wars, and absorption of the Imperial Ulvor Unions territory and infrastructure helped fuel the ideology of human exceptionalism that propelled the CEC onwards. The defeat of the IUU came as a shock to the rest of the galaxy, with the CEC's new status and general conduct leaving it regarded with a wary suspicion by many of the galactic powers.

In the following two decades before the Hyper War, the idea of human exceptionalism soured into a rabid belief of humanity's manifest destiny over the stars, resulting in a general rise of xenophobia and saber rattling publicly on the CEC's part, and a full-scale build up to fuel galactic conquest in private. When they did finally launch their war, utilizing a manufactured border incident as an excuse, it was with the supreme confidence that they would be the masters of the stars.

And now, in defeat, they know they are anything but.

New Babylon: Capital of the CEC, New Babylon was the largest city on Earth. A man-made marvel, the city was made to float on the ocean, to forever roam the globe. Equipped with the best technology mankind had to offer at the time, New Babylon was intended as a gesture of unity and a demonstration of human ingenuity. While it did partially succeed in these roles, it was ultimately a vanity project of the highest order. All that's left of it now is beached ruins, reduced to slag by the greed and ambition of the CEC.

Polity name: The Ikta Military Council
Government: Military Dictatorship
Leader: Coordinator Tok'al
Species: Ikta, a mammalian species that looks similar to the Earth animal Lemurs
Ulovors; hairless tall mammalian race
Crorruks, small bipedal frog resembling race
Xarzaeds, flying vulture sembling race
Drive: 2/5 (Tech 1)
Domain: 2/6 (Tech 3)
Military: 5/5 (Tech 2)
Influence:

One of the four species of the former IUU, the Ikta managed a stay of execution when they turned on the crumbling Imperial forces during the old empires' last days. As a reward for their loyalty, the Ikta were granted limited autonomy and control of old IUU systems on the periphery. With aid from their overlords, the IMC transformed the neglected systems into respectable areas of industrial power, surprising their masters in the process. Out of all the things the IMC inherited from the Imperial Union, most useful of all was its multi-species nature, with the Military Council turning the other three races into slave labor to fuel their industrial rise and war preparations. During the Galactic War the IMC proved able allies of the Coordinated Euphrates Command, serving especially well in matters of logistics and support. Through careful management of stolen resources their industrial base grew even more, churning out a not insignificant amount of war material for the human military. The Military Council fought harder than Coalition forces expected, turning the march through their territory into a bloody slog in the late war. However their stout defense rapidly drained them of bodies and material, and by the time Admiral Ortmann broadcasted the CEC's official surrender, the IMC was thoroughly exhausted from the fighting. As the victorious powers decide the fate of Earth, protests begin to sprout throughout the Ikta Military Council's territory, calling to an end of the military government and Coalition occupation both. The recently freed slaves also worsened the IMC's economic situation, straining the government's ability to administer its territory as the freedmen set up free states and communes.

Polity name: Gronk Satrapy
Government: Tribal confederation
Leader: Chief Broq of the Hammerswarm
Species: Gronks. A mix between lizards and armadillos.
Drive: 1/3 (Tech 1)
Domain: 3/4 (Tech 1)
Military: 7/8 (Tech 1)
Influence:

A fearsome warrior race that constantly clashed with the Imperial Ulvor Union, they willingly bowed to humanity when the CEC annihilated their hated rivals. This was aided by the Gronk's deeply ingrained respect for might above all else, something the CEC demonstrated in their victory over the Imperial Union. The Satrapy changed little in the twenty years leading up to the Galactic War, but during it they proved to be fearsome shock troops, proving their worth on battlefield after battlefield. The Gronk Satrapy viewed the outbreak of hostilities with a practically religious reverence and anticipation, throwing themselves wholeheartedly into it. For all their prowess however, the fighting proved fiercer than even they expected, and human commanders were all too willing to use them as cannon fodder. Throwing them into meat grinder after meat grinder in order to save human lives for more important operations. The ancient and proud warrior culture of the Gronk has been pushed to the brink, with many significant parts of their culture being burned out in the middle stage of the war when Coalition forces overran much of the Satrapy. The Gronk themselves offered only minimal resistance, with many of their warriors either dead, imprisoned, or off fighting elsewhere. They were briefly liberated during the last stage of the war in one of the CEC's last successful offensives, briefly bringing a form of hope to a tired people, only for the CEC to enact a spite operation on the Satrapies territory, destroying vast swaths of industrial power in order to deny Coalition forces an easy jump off point into core human territory. As the war draws to a close the Gronk are a battered, beaten people whose society is on the verge of splintering completely.

Name: Domain of the Yutkark
Government: Absolute Monarchy
Leader: Yutark Alxun
Species: Silgoill, short fur covered six armed muscular race
Drive: 4 (Tech 2)
Military: 2/8 (Tech 1)
Domain: 2/6 (Tech 2)
Influence

The Silgoill served the Imperial Ulvor Union as laborers primarily miners across their vast empire keeping the IUU economically strong and its military well supplied. The conditions for the Silgoil had degraded as the Ulvor saw them more as hired help than loyal subjects using force to keep the mines operating. During mankind's rise to power they found a fellow race with openly hatred of the Ulvor that was properly stoked by human operatives. The Yutkark Rebellions proved to be an economically crippling event for the Union with rich mineral asteroids and worlds dominated by the Silgoill instead flowed to the CEC thankfully for the liberation. A honored friend and ally of mankind, the Yutkark, the leader of their people whose family had been placed in that position by the humans, answered the call to war with pride, killing many of the Coalition. The Sigoli due to IUU mismanagement lacked the technological prowess of their allies often relying upon mankind to arm them and transport them though loved used the ceremonial pick axe to cleave through Coalition soldiers. The fighting for Sigoill space largely was human ships who fled following orders to secure the CEC proper. The Sigolil living in the underground cities would see the Coalition forced to do pitched battle in the dark tunnels. With the news of mankind's surrender the Yutkark quickly followed suit finally allowing the enemy to occupy their cities.

Polity name: Community of the Paxillus
Government: Horde
Leader: The Encroaching Mother of the Community
Species: Paxillus, hulking mushroom creatures
Drive: 2/6 (Tech 3)
Military: 1/3 (Tech 1)
Domain: 3/10 (Tech 3)

Influence:

The source of the Paxillus is a mystery to galaxy experts with some theorizing that they are a bioweapon of a long dead race yet no concrete evidence exists to clarify anything the Paxillus care little for the source of their origin only for the need to consume and expand. The biomechanical species operated within a caste system with subspecies forced into performing the duties of expansion. The IUU, waged at the insistence of the Assembly, a war of containment as the Paxillus expanded inward to the Prime Gates. The Ulvor military believed the Paxillus to be wiped out yet they persisted on the fringes of known space vowing revenge. Human intelligence upon discovering the Paxillus would strike an agreement against IUU adding in an attack upon Ulvor colonies. There the Paxillus would fester, absorbing the sectors as the IUU due to increasing losses against mankind would be forced to flee the region. Humanity however would see in the hungering swarm a useful ally in the coming years ensuring that the Paxillus would be able to gain control of the colonies. In the Hyper War many worlds would be devoured by the Paxillus with their spore fleets becoming a horror ingrained into the psyche of the galaxy. Their benefactors, humanity, grew concerned about the rate of expansion of the Community with CEC high command drafting their own containment strategies upon victory. As the war turned against mankind the CEC high command would be pleased with the focus that the Paxillus would draw upon themselves as they shifted forces away from their spore based allies to other more vital fronts. The Coalition would eventually liberate the worlds ravaged by the Paxillus before breaking into their home sectors. The landings upon the Paxillus remaining worlds would be a bloody affair as the enemy threw what remained of their drone caste at the invaders. Now the expansion has been halted as Coalition forces make tense patrols around their defeated foe's settlements.

The basis of all faster-than-light travel is the labyrinth engine. Using this energy-expensive device, based on precursor principles, an object can enter the labyrinth. The labyrinth is a higher dimension that scholars guess was first discovered, or perhaps even created by, the precursors. It is alien to the physical laws of our universe, and appears 'overlain' spatially on top of our own. Note that the terms referring to things such as 'light', 'noise', 'travel' - are mere attempts at comprehension of dimensions beyond the capacity for realspace language to transmit.

In this dimension, a ship may traverse vast distances much faster before exiting, but can also easily be lost or run into dead ends and wrong turns, or exit in the wrong place and be eradicated instantly by a real-space hazard.

Conduits are beacons and rest-stops, places of 'light' and 'noise' that allow ships within the labyrinth to stop, exit safely, and enter without fear. The routes between conduits are well-mapped pathways in the dark, routes to other conduits without high attrition rates. Exploration of the labyrinth by pioneers, both existentially terrifying and extremely risky, is the way by which new routes are discovered, and tunnels opened. Sub-conduits exist as weaker lights in the darkness, opening up singular routes.

As conduits are destroyed and built by different galactic civilizations, the configurations and routes change. The labyrinth itself will sometimes shift and churn, causing specific routes to become irrelevant or even for conduits to become non-viable because of galactic isolation. Given the physical laws of the labyrinth are poorly understood, these events, called shuffles, are treated with an almost spiritual fear.

The labyrinth engine is based on principles which are readily understandable by most space-capable civilizations - it is thus a prerequisite to enter galactic society and become an 'orbital race'. More rarely, a civilization may discover a cache of precursor artifacts, or the relics of an extinct conduit civilization in their own star cluster, and rapidly accelerate their own development.

When a conduit is destroyed, it is as if the light has gone out in a forest. You need to find another route to another conduit, or try and fix your own.

The prime conduits represent the true power of the Precursors – the labyrinth in the center of the galaxy has been rearranged to their preference by tunnels so easy to navigate that they have formed the basis of the conduit network for as long as conduits have existed.

Jumps tend to be small, from conduit-to-conduit or within the 'bubbles' of individual star clusters, where extremely short jumps are used to find micro-paths through the local region. The further you are from a conduit, the more likely you are to be lost and hit a dead end and be forced to emergency eject. Combat in the labyrinth is impossible, although certain forms of short-range communication have been developed to preserve fleet cohesion during journeys. Conduit travel times are very short – minutes to hours between conduits, allowing for a networked galaxy held down only by barriers to navigation at each conduit sector.

There are speculations about a 'minotaur' or other entities in the labyrinth, but none have ever been able to confirm these sailors' tales, and the dimension is little understood. In human languages, the engine is referred to as the Theseus Engine, while other conduit civilizations have their own name for this essential keystone to galactic connection.

 
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The Collective Hives of the Xel'vaga'keln
The Xel'vaga'keln
Note: The Average Xel is smarter than the Queen, as the Xel evolved more intelligence to protect better and nurture the Queen Caste and their demands. This culminates in a strict caste system centered around a variety of jobs to do whatever the Queen of the hive demands or wants to do, no matter how strange unnecessary, or bizarre.

Drive: 7
Technology: 1

Domain: 5
Technology: 2

Military: 7
Technology: 2

Caste System - 1


Hyper Specialized Worlds - 1
The Xel'vaga'keln are a highly industrious and regimented species, focusing on the quality and quantity of a product in a single world over the collective production of a region. The more a planet produces the more important it is. While in times of war, this can be seen as a failure to diversify and in general a flaw should they be lost or taken, normally highly focused worlds output more materials and products than normal worlds. Hives in charge of the production of war materials such as armor and weapons will without a doubt outperform a planet that is self-reliant which is what has been needed throughout these years of war.

Systemic Hesitancy - 1
The Xel'vaga'keln as a species are highly regimentalized and secular when it comes to society, the only items politically, and domestically, that remain untouched for a variety of reasons are the Caste System. These castes are an ingrain from the years of evolution and more from their homeworld as well as the dark remnants of abuse from now-gone masters. When the Imperial Ulvor Union integrated the Xel'vaga'keln into their Empire they filled the role of what would later be known as the Dragon Caste. This Caste, although renamed in recent years by the Xel'vaga'keln's new overlords, was not a natural product of their sociological means. This caste of irrevocably and horrifically imposed onto the psyche of the Xel'vaga'keln. This is to say that even if they wanted to remove it, they couldn't. Adding a caste into Xel'vaga'keln society is permanent. Otherwise changing or removing a caste organically would quickly cause a downward spiral within the Xel'vaga'keln species, potentially bringing their downfall. That is to say, if a caste chooses to disband itself or is forcibly removed however it will have quite different perspectives and outcomes involved. Many of which could be just as bad.

Wounded Lands - 2
As the primary Warrior race of their masters, the Xel'vaga'keln are highly militarized and have multiple times seen their worlds ravaged by the wars. While not new, it is not exactly a normal situation as now comes the time to Rebuild as they have previously. Although this time the situation is far, far worse than the last times.

Recently Liberated - 3
The Xel'vaga'keln is considered to be a borderline slave, rather pseudo-slave, race to their nominal masters. While the hands that have taken control of their species have changed, the fact influence and damage done by their previous masters have left their mark on the Xel'vaga'keln. Near the end of the war, the nominally considered compliant Xel'vaga'keln species would en-mass and suddenly begin to turn on the Human Empire when the tides of war had changed course and their defeat was certain. They did this not because their previous overlord commanded it but rather because a deal was made and the Dragon Caste of the Xel'Vaga'keln was forcibly overthrown and replaced by their new master's yet-to-be-renamed position.

Dependent on Another Power - 2
As stated before, the Xel'vaga'keln are incorrectly assumed to be a naturally formed "Slave Species" dedicated to the whims of their master. While not naturally the case, the fall of the Imperial Ulvor Union had forced the Xel'vaga'keln to now depend on and be loyal to a new power holding their reins. Whatever their goals are, the Xel'vaga'keln shall listen loyally and without question, even if it is great suffering, abuse, and to their general detriment. It's hard to say what the exact factors are for their defection or their surrender, but once given an order they will carry it out to the best of their caste's ability. A New Master stands above them, and the Queens await their command once again.

Mass Climatological Collapse - 2
The Xel'vaga'keln fought long and hard and as a result of their orders and the forceful methods done to push back the Humans and their ilk, at great cost to themselves and their worlds. They have dealt with such issues before, but never as severely. The Xel'vaga'keln will recover. We always do, but it will cost our people as it always does.


Declarations:

What did the Xel'vaga'keln do in the war: They primarily were a frontline race until their occupation which led to them briefly leaving the war outside of isolated instances where they could be found to still be operating on a previous set of orders. Upon liberation, they would throw off their shackles and rejoin the war with a bloody mark against the Humans. The combat was fierce and many of the Xel'vaga'keln and their worlds were damaged, but this was not a new occurrence for them.

What you expect to get from the humans at the treaty: Whatever the Dragons and Queens Desire

Orbiting Races: Shunner; No species matters currently. The Queens matter more than anything and the wills of the Dragon Caste are what matter, should they decide a species matters then they will. If they do not, it does not matter. That is the fact of the matter to the Xel.

Assembly of Species Role: Filibuster; The Xel'vaga'keln are outsiders as much as they are involved in the galactic community. Always serving an entity loyally until the time comes that they are traded or forced to change hands themselves. Perhaps it serves a purpose in the greater Hive, but to the Xel, it merely exists.

Alliances: Alliance with the Xel is something equal to the Dragon Caste. To be considered an ally of the Xel'vaga'keln is to be considered a member of the Hives as a friend, and perhaps even their equivalent of Family. Still below the Queens and sadly below the Dragon Caste, but you get more room and allowances made in regards to your general species and polity. Within reason, attempts to exterminate or remove said polity from existence violently are met with their equivalent of unrest.

Rivals: The opposite of allies, they are the closest thing to an enemy the Xel'vaga'keln have to a foe they will take the opportunity to oppose. Suppose they somehow become the Dragon Caste and hold the reins over the Xel'vaga'keln. In that case, they will find they have fewer allowances before either the Xel'vaga'keln force a change of ownership, or their orders are carried out as ordered, but not in spirit. A quiet rebellion at times, or in others the closest thing they can get to an open rebellion
Rivals:

League: Hierarchy


The Keyek Marauders


The Jeyyk

Drive: 4
Technology: 1
Domain: 4
Technology: 2
Military: 10
Technology: 3


FLAWS:
Caste System - 1
The Caste System of the Jeyyk is inherently martial in ability, while many can rise the ranks and become a member of another caste, rarely does such a change actually get acknowledged. Only the strongest and daring still make the attempt, or those who are honor-bound to die trying.
  1. Lhangan (Supreme Leader):
    • The Lhangan is the apex authority, revered and obeyed by all members of the society. They hold absolute power and are considered the embodiment of martial prowess, wisdom, and divine authority.
    • Responsibilities include making crucial decisions, leading in times of war, and overseeing the spiritual and moral well-being of the society.
    • Inherited position, is typically passed down through bloodlines, but can also be achieved through extraordinary feats of valor and leadership when a Lhangan is not chosen or unable to lead.
    • The current Lhangan is a member of the Keyek clan.
  2. Warlords:
    • Warlords are elite commanders and leaders who hold significant authority under the Lhangan.
    • They are chosen based on exceptional leadership skills, strategic acumen, and battlefield prowess.
      • Usually Chosen from close confidants or chosen enemies who earn the right to have the Lhangan's Ear.
    • Responsible for leading battalions, overseeing military campaigns, and enforcing the will of the Lhangan in the field.
  3. Warriors:
    • Directly under the Lhangan or their Warlords, the warriors form the backbone of the society's military might and are revered for their combat skills and loyalty.
    • They undergo rigorous training from a young age to become proficient in martial arts, weapons handling, and tactical strategies.
    • Responsible for defending the society from external threats, expanding territory, and enforcing the will of the Lhangan.
  4. Scholars:
    • Scholars hold a position of high esteem in society, focusing on the advancement of knowledge, philosophy, and strategy.
    • They study ancient texts, military history, and scientific principles to enhance society's understanding of warfare and governance.
    • Advisers to the Lhangan and commanders, providing strategic insights and counsel in times of conflict and peace.
  5. Craftsmen:
    • Craftsmen are skilled artisans and engineers responsible for crafting weapons, armor, and technological advancements for society.
    • They possess specialized knowledge in metallurgy, engineering, and weapon design, contributing to the constant improvement of society's military equipment and infrastructure.
    • Highly respected for their contributions to the martial prowess and survival of the society.
  6. Laborers:
    • Laborers form the backbone of the society's infrastructure, responsible for agriculture, construction, and other essential tasks.
    • While not directly involved in warfare, their work is vital for sustaining the society's population and supporting military efforts.
    • Though lower in the hierarchy, they are valued for their hard work and dedication to the collective well-being of society.
  7. Slaves:
    • Slaves occupy the lowest rung of the caste system and are considered property rather than citizens.
    • They are individuals who have either been captured in battle or born into servitude, often from conquered territories or marginalized groups within the society.
    • Slaves are tasked with menial labor, serving the needs of the higher castes without rights or autonomy.

Refugee Crisis - 2

When faced with extinction, every alternative is preferable. That is what many thought as they fled to the Keyek Marauders. They thought that a life in chains would be better than one under the boot. The hope sustained them, and the slavers profited. Yet, the influx of slaves isn't a good thing long-term. They are getting ideas and with such numbers being recorded entering our holds and our lands, the cultural mores and taboos are being pushed more and more as new arrivals seek and continue to seek to change the status quo through a variety of means or change their lot in life. The allowance of slaves to change their caste was always unpopular, and as of now the rising of their ilk into the other castes sets a dangerous mindset in them all, if the slaves can change their fate, why not scholars, laborers, warriors, or even Warlords?

Unpleasant Conduct - 2

The Jeyyk are marauders, inherently considered the scum of the galaxy they are looked down upon for their cultural attitudes and actions. What really sets them apart and is considered unpleasant conduct is their acts of rampant slavery and violence on liberated worlds where the populations traded one oppressor for another, and the oppression wasn't kind. People do not like bullies, and it is frankly important to note that the Jeyyk are plainly bullies.

Restless Warriors - 2

Jeyyk are marauders, the takers and looters of civilizations. They take and take and take from their daily life to their grandest ambitions. It is not a condition of their society, but a side effect of evolution upon their home world. Violence begets violence some humans said, and Jeyyk are example of this taken to the extreme. Slowly, ever slowly they must take more and more, whether through raids or active combat, or they are seen as weak at best.

Paranoid Intelligence Institutions - 2

The Jeyyk are naturally, not the best at espionage and see it as mostly another tool. While they are capable of using it and to somewhat of a good extent, they apply their cultural and physiological mindset of violence and combat here as well. Striking first and hard, a key mindset of any aspiring fleet commander or military leader very much applies here. They are not whole-encompassing and rogue actors, but they can and will operate as hidden warriors even if the desires of the Lhagan are for them to keep their blades steady and prepared instead of using them.

Declarations:

What you expect to get from the humans at the treaty: We expect slaves, tribute, and territory. They are defeated and we expect that they recognize their folly for angering the Great Lhagan.

Rivals: N/A
Ally: N/A

Role of the Assembly of Species: Consolidation under the leadership of select individuals, or more likely the Great Lhagan. The Keyeks seek to explore the usage of the surprising amount of soft power that their state now has due to the Humans. While not the most popular decision or most Jeyyk decision, it is a different direction than one would initially consider a Maurader to take.

The Orbiting Races: Exploitation of the lesser species is a must. Such has it always been, and always shall it be. The Lhagan and Jeyyk as a whole are marauders and marauders take or are paid tribute to. The lesser species must be put into their place and fundamentally that just means that they are under the command of the Great Lhagan. After all, did he not save them and their people by declaring war on the humans? Was it not to their benefit? If they do not see it that way, perhaps the Lhagan shall correct that for them.

League: Prosperity

Location: A, N, W for Both
 
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The Antaran Imperial Sovereignty
The Antaran Imperial Sovereignty

Empires Rise.

Empires Fall.

Civilizations burst onto the galactic scene, expand, grow, thrive, rule-

-plateau, stagnate, ossify, degenerate, decay-​

-die.​

And for the last four hundred and fifty thousand years the Antaran people have watched that cycle perpetuate itself over and over again. At times they have even participated, ruling vast empires that touch every corner of the galaxy or being reduced to isolated enclaves hanging on to interstellar travel with memorized rituals little better than superstition.

At a half million years of continuous civilization (four hundred and fifty millennia of that time as a spacefaring people) the Antarans possess one of, if not the, oldest states in the galaxy.

Indeed, various Antaran Empires have at various points been the pre-eminent power in the galaxy. On at least three occasions (The Antaran 1st, 4th, and 17th Empires) an Antaran Empire ruling from their capital at Astyrial has been the sole sovereign state in existence with all other peoples subordinate to the Alabaster Mask of the Antaran Dynasts.

The Antaran Sovereignty of today is in truth the last surviving remnant of the Antaran 17th Empire, a rump state controlling the traditional imperial core and inner periphery after twelve thousand years of imperial decline, provincial separatism, and the emergence of new species.

With the Sovereignty an ossified aristocratic edifice figureheaded by a powerless line of dynasts unable to reign in merchant elites, powerful nobles, jealous bureaucrats, and independent minded local governors, Antaran elites initially regarded the emergence of the Humans from Sol with arrogant disdain despite their close surface level resemblance.

For the Combined Euphrates Command initial contact with the Antarans fed preconceived notions of Human excellence. Subsequent Human aggression and brinkmanship took advantage of the hesitancy and weakness of the Antaran state to extract concessions that served them well in their initial interstellar expansion.

In fact the energetic expansion of Terran domains and the way in which they had humiliated the stagnant Sovereignty inspired radicals within the Antaran periphery who desired a return to old glories. Due to these radicals' desire "to mix Antaran dignity and civilization with Human ambition and vitality" they adopted the moniker of the "Vitalists", and they moved quickly to court Human aid in striking a blow against the decayed Antaran state.

For their part, Human thinkers had racially designated the Antarans as "near human" and "humanoid", due to the striking physical similarities between the two peoples, leading the CEC to consider the Antarans as a potential Auxiliary race of administrators and technicians.

Having already slated the Antarans for subjugation, openly regarding the Antarans as the "Greeks to our Romans", the CEC was quick to take advantage of the Vitalists entreaties, and subsequently a mixture of staged uprisings and gunboat diplomacy ripped much of the Antaran periphery away from the Antaran core leading to a crisis that shook the Sovereignty to its very heart.

The only bright spots in these early days were local officials and military commanders taking matters into their own hands and forming defensive enclaves that resisted Human expansion. Though cut off from the Antaran Core, by leveraging local production and alliances with neighbouring powers these enclaves staved off conquest -in many cases holding out until the defeat of the CEC by simply being too much of a hassle to reduce when better targets presented themselves.

As one of the first victims of the Human wars of conquest, the Antarans found themselves reeling from multiple expansionary wars, each one taking more territory from the Sovereignty even as Human treatment of their Antaran "citizens" grew worse and worse, fading from patronising fetishization to contemptuous abuse.

Yet even as the Antaran upper class reeled from blow after blow to their way of life, free Antarans stepped forward to resist the onslaught, joined by the previously forgotten Dynasts. Donning once more the Alabaster Mask of Imperium, members of the Imperial family personally stepped forward to lead fleets and oversee administration, dusting off ancient privileges and using the threat of popular action to marginalize those elites who thought to resist.

From previous experience of having been on both sides of the coin, the Antarans knew the millennia of humiliation and abuse they would be in for if the Human Empire established itself across the galaxy, and they fought with that understanding in mind. Under the leadership of the Prince and Princess Admirals and Generals, an entire generation of Antarans bled themselves white in the fighting, pouring everything they had into the conflict and serving as a nucleus of resistance that took in refugees from not just the Antaran periphery, but from across the galaxy.

Despite this fierce resistance, momentum remained in the Human favour -until the formation of the Great Coalition. Finally on the offensive, the Sovereignty engaged in brutal fighting that turned the Antaran periphery that had been such an early Human conquest into one of the most contested regions of space.

Far from making the advance easier, the presence of Vitalist collaborators made the offensive even more hellish as generations who had known nothing but Human propaganda fought tooth and nail against their cousins. In many areas the fighting took on the tenor of a civil war as Antaran fought Antaran, entire sectors burned into wasteland by a combination of enraged revanchism and fanatical resistance.

However, the civil conflict was not limited to the Antarans alone as a large segment of another subject race, the uplifted Canids, joined the war effort. For years Antaran soldiers and spacers fought alongside their Canid comrades on the most brutal of battlefields, forging an unshakable bond that went up to the highest levels of the Antaran nobility and officer corps.

And so, when the dust cleared the Antarans found themselves once more in control of their old borders, with massive Antaran fleets and armies occupying CEC worlds alongside their new Canid Comrades, and the legendary Princess-Admiral Valcyne one of the victorious commanders dictating terms in orbit of Earth itself after one of the proudest victories in the Antaran people's long history.

And with victory came entropy.

Overburdened with refugees in the core, bled white of their most productive population, and finding themselves in control of massive swaths of restive territory that barely recognized the Alabaster Mask, the Antaran economy crumpled overnight without the impetus of a war of survival.

Forced to demobilize much of their military, the new Antaran Empress Valcyne XXVII is now faced with the prospect of rebuilding a civilization that sacrificed everything for victory. And though she is personally popular and much of the rust that had accumulated on the Antaran state has been blasted off by a century of emergencies, the tasks she is faced with are immense.

Within the Antaran Imperial Core the economy has been hollowed out by war production and massive resources expenditures, worsened by the addition of billions of demobilizing soldiers.

This is further exacerbated by the accumulation of a century's worth of displaced persons, many of whom have known no other life than that of "Imperial Guest Resident" status within the Antaran Sovereignty. But now that victory has arrived, the Antaran populace is clamouring to see the refugees repatriated to governments that they have never known or have changed utterly since their flight.

And the problems of the core are nothing compared to the problems of the periphery. Not only has the periphery been turned into a wasteland by a decade of total war and scorched earth tactics, but many sectors were still under CEC control at the end of the war and between Vitalist collaborators and Human deadenders there are still pockets of resistance to the reassertion of Antaran control.

Just as worrying, the enclaves that were the bright spots at the start of the Human conquest were not just enclaves of Antaran control, but of the rulership of the Antaran Elites who have missed the memo on their irrelevancy. Now fused by a century of warfare into a military elite, these rogue officers officially swear loyalty to the Alabaster Mask but have disobeyed the general demobilization orders and are now displaying worrying signs of independence that are taking hold within the rest of the military.

Domain Name: Antaran Imperial Sovereignty

Species: Antarans (Space High Elves)

(Though the Sovereignty has hundreds of other species within its borders, the vast majority of the populace are Antaran, and many Antarans live elsewhere as the remnants of ancient periods of galactic hegemony.)

Drive: 5
Domain: 10
Military: 3


9 base points spent on Domain. 9 flaw points, 3 spent on tech, 2 on Military, and 4 on Drive


Technology:
-Drive: 2
-Military: 2
-Domain: 2

Flaws: Scraping the Barrel [3], Refugee Crisis [2], Rogue Military [2], Holdouts [2]

Scrapped the Barrel [+3]: The Antaran Sovereignty threw *everything* into the war once they realised that Human conquest spelled the end of Antaran dignity and civilization. Yet they still bore the brunt of those conflicts and now with the end of the war the Antaran people are spent.

Refugee Crisis [+2]: An old and established power with ancient treaties linking the Antarans with many of the galaxy peoples the core worlds of the Sovereignty ended up becoming safe harbor to a large refugee population. However many Antarans wonder why 200,000 year old agreements leave them forced to aid aliens from across the galaxy leading many Antarans to now demand they be returned to their homes.

Rogue Military [+2]: During the Human Conquest many isolated Antaran commands and provinces held out against the Terran Flood and continued the fight until ultimate victory. However these commands have gotten used to operating autonomously and refuse to stand down, especially with…

Holdouts [+2]: Many in the periphery dreamed of an 18th Antaran Empire and saw the rising Human Empire as their path to restored greatness. Believing that by merging the Grace of Antaran Civilization with Vital Human Savagery the resulting union would rule the galaxy. Now that the fighting is officially over many Human dead enders and their Antaran Collaborators still maintain small pocket Empires on the Sovereignty's periphery.

Preferred Location: X>O>Y

Declarations:
-What you expect to get from the humans at the treaty:

Humanity must be put under a period of custodianship to rebuild their shattered worlds and psyche. But they must be treated with an even and compassionate hand to prevent revanchism or dissolutions. After all, which species here hasn't tried to conquer the galaxy and exterminate the lesser species at least once.

Your factions opinion on the orbiting races: Uplifter

They must be placed under the guardianship of the galactic leaders to ensure their prosperity and protection.

Opinion on the Assembly of Species role: Traditionalist

As we said at its founding, this is an important tool to preserve galactic civilization, and mutual prosperity.

Two rivals for your polity: Kazed Empire

Allies: The Sadu Schudda, Consociation of Kuhana

League Faction: Hierarchy

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Unit DesignationLocationNotesCurrent Status
Silver Imperial Banner FleetSolPersonal Unit of Empress Valcyne XXVII. Imperial Banner Fleet. Life Guards Units. Category 1 FormationPreparing to return to Astryial Kia
White Imperial Banner FleetAstryial KiaHomeworld Defence Fleet, Imperial Banner Fleet under Grand Prince-Admiral Coryn. Category 1 FormationDefending Astyrial Kia
Violet Imperial Banner FleetSolImperial Banner Fleet, under the command of Grand Princess-Admiral Alessa. Category 1 FormationPreparing to return to Astryial Kia
Gold Imperial Banner FleetKopruluImperial Banner Fleet, under the command of Grand Princeps-Admiral Nalvet. Category 1 FormationPreparing to return to Astyrial Kia
Red Banner FleetKopruluBanner Fleet, under the authority of the Celestial Grand Staff. Category 2 FormationPreparing for Occupation duties
Blue Banner FleetRicoBanner Fleet, under the authority of the Celestial Grand Staff. Category 2 FormationPreparing for Occupation duties
Green Banner FleetSolBanner Fleet, under the authority of the Celestial Grand Staff. Category 2 FormationPreparing to return to Astryial Kia
Indigo Banner FleetTor LenlyBanner Fleet, under the authority of the Celestial Grand Staff. Category 2 FormationCOIN duties against holdouts
Black Banner FleetTor AhtharBanner Fleet, under the authority of the Celestial Grand Staff. Category 2 FormationCOIN duties against holdouts
Bronze Banner FleetAstryial Kia(Technically a) Banner Fleet, under authority of the Imperial Diet. Category 4 FormationPissing off the Empress via inaction
Tor Dolleon Ribbon FleetTor DolleonPersonal fleet of the Marquess Dolleon. Category 2 FormationPatrol and home defence duties
Lyn Synlal Ribbon FleetSolPersonal fleet of the Grand Duc Synlal. Category 3 FormationPreparing to return to Lyn Synlal
Lyn Lenly Ribbon FleetLyn LenlyPersonal fleet of the Grand Duc Lenly. Category 4 FormationPatrol and home defence duties
Lyn Veryia Ribbon FleetSolPersonal fleet of the Grand Duc Veryia. Category 4 Formation Preparing to return to Lyn Veryia
Lyn Ahthar Ribbon FleetLyn AhtharPersonal fleet of the Grand Duc Ahthar. Category 3 Formation.Patrol and home defence duties
Lyn Renala Ribbon FleetLyn RenalaPersonal fleet of the Grand Duc Renala. Category 2 Formation.Patrol and home defence duties
2nd Ribbon Fleet "Rifle of the People"KopruluCategory 3 Formation. Supported by Astryial Kia populace, under authority of Celestial Grand StaffPreparing for occupation duties
4th Ribbon Fleet "Starlit Eternity"Lyn AhtharCategory 3 Formation. Supported, raised, and under the authority of the Eternal Order of the LabyrinthCOIN duties against holdouts
7th Ribbon Fleet "Beacon of Liberty"Lyn LenlyCategory 4 Formation. Supported, raised, and under the authority of the 4th Centarum Movement.COIN duties against holdouts
10th Ribbon Fleet "Glory of Astryial"SolCategory 4 Formation. Raised and supported by Astryial Kia populace, under authority of Celestial Grand StaffPreparing to return to Astryial Kia


Unit DesignationLocationNotesCurrent Status
Silver Imperial Banner ArmySolPersonal Unit of Empress Valcyne XXVII. Imperial Banner Army. Life Guards Units. Category 1 FormationPreparing to return to Astryial Kia
White Imperial Banner ArmyAstryial KiaHomeworld Defence Army, Imperial Banner Army under Grand Prince-Admiral Coryn. Category 1 FormationDefending Astyrial Kia
Violet Imperial Banner ArmySolImperial Banner Army, under the command of Grand Princess-Admiral Alessa. Category 1 FormationPreparing to return to Astryial Kia
Gold Imperial Banner ArmyKopruluImperial Banner Army, under the command of Grand Princeps-Admiral Nalvet. Category 1 FormationPreparing to return to Astyrial Kia
Red Banner ArmyKopruluBanner Army, under the authority of the Celestial Grand Staff. Category 2 FormationPreparing for Occupation duties
Blue Banner ArmyRicoBanner Army, under the authority of the Celestial Grand Staff. Category 2 FormationPreparing for Occupation duties
Green Banner ArmySolBanner Army, under the authority of the Celestial Grand Staff. Category 2 FormationPreparing to return to Astryial Kia
Indigo Banner ArmyTor LenlyBanner Army, under the authority of the Celestial Grand Staff. Category 2 FormationCOIN duties against holdouts
Black Banner ArmyTor AhtharBanner Army, under the authority of the Celestial Grand Staff. Category 2 FormationCOIN duties against holdouts
Bronze Banner ArmyAstryial Kia(Technically a) Banner Army, under authority of the Imperial Diet. Category 4 FormationPissing off the Empress via inaction
Tor Dolleon Ribbon ArmyTor DolleonPersonal Army of the Marquess Dolleon. Category 2 FormationPatrol and home defence duties
Lyn Synlal Ribbon ArmyLyn SynlalPersonal Army of the Grand Duc Synlal. Category 3 FormationPreparing to return to Lyn Synlal
Lyn Lenly Ribbon ArmyLyn LenlyPersonal Army of the Grand Duc Lenly. Category 4 FormationPatrol and home defence duties
Lyn Veryia Ribbon ArmyLyn VeryiaPersonal Army of the Grand Duc Veryia. Category 4 Formation Preparing to return to Lyn Veryia
Lyn Ahthar Ribbon ArmyLyn AhtharPersonal Army of the Grand Duc Ahthar. Category 3 Formation.Patrol and home defence duties
Lyn Renala Ribbon ArmyLyn RenalaPersonal Army of the Grand Duc Renala. Category 2 Formation.Patrol and home defence duties
2nd Ribbon Army "Rifle of the People"KopruluCategory 3 Formation. Supported by Astryial Kia populace, under authority of Celestial Grand StaffPreparing for occupation duties
4th Ribbon Army "Starlit Eternity"Lyn AhtharCategory 3 Formation. Supported, raised, and under the authority of the Eternal Order of the LabyrinthCOIN duties against holdouts
7th Ribbon Army "Beacon of Liberty"Lyn LenlyCategory 4 Formation. Supported, raised, and under the authority of the 4th Centarum Movement.COIN duties against holdouts
10th Ribbon Army "Glory of Astryial"SolCategory 4 Formation. Raised and supported by Astryial Kia populace, under authority of Celestial Grand StaffPreparing to return to Astryial Kia


Note on Banner Fleets:

Banner Fleets and Banner Armies are regular formations raised under auspices of the Veiled Palace itself and personally sworn to the reigning Dynast and them alone. They are held to high standards of conduct, drill, and equipment as the heirs to a half million years of military tradition as even the democratic, egalitarian, and multi-species galactic powers of former eras of Antaran dominance employed Banner Fleets.

However, in the modern Sovereignty, four Fleets and four Armies (White, Silver, Violet, and Gold) have been singled out as Imperial Banner Fleets under the personal command of the Imperial Dynasty and are considered the cream of the Antaran military. To be a member of an Imperial Banner unit is to be granted the greatest honour possible. Those in the Imperial Banner fleets often say that it is "Better to be a custodian on an Imperial Banner auxiliary than an admiral on a Ribbon Fleet dreadnought".

Each Imperial Banner Fleet is commanded by a Grand Princess/Prince/Princeps-Admiral of the Dynasty and is answerable only to the Dynast themselves.

It was only during the current conflict that the Silver Banner Fleet was granted Imperial Banner status for their actions under the command of Grand Princess-Admiral Valcyne at the Battle of Triton and promoted from a Category 2 Formation to a Category 1 Formation. Though it is not strictly traditional, the Silver Banner Fleet remains under the personal Command of the Empress while also serving as her Life Guards.



Note on Ribbon Fleets:

Ribbon fleets are secondary formations raised without the involvement of the Imperial Government but are still granted leave by the Sovereign to operate as long as their primary oath is to the ruling Dynast and they obey the directives of said Dynast and their Celestial Grand Staff during times of war.

While most Ribbon Fleets are raised and commanded by the nobility under lines of patronage, many are volunteer formations formed by local communities or associations and often their primary allegiance is not to the Alabaster Mask but to their patron or community.

As the training, doctrine, and equipment of each Ribbon Fleet varies, they are sorted into Categories by inspectors from the Grand Staff and the patrons of individual Ribbon Fleets might seek to have their fleets sorted into inappropriate categories for their own reasons. However most Ribbon Fleets are Category 3 and Category 4 F


Notes on Doctrine:

Under Antaran military doctrine Imperial Banner Fleets are designated as "Category 1 Formations" and assigned the most critical tasks. Regular Banner Fleets are considered "Category 2 Formations" and are considered suitable for all frontline combat duties.

Ribbon Fleets, with their varying levels of training, drill, and equipment are often Category 3 and 4 Formations. Category 3 Formations are considered suitable for defensive operations and low intensity warfare. Below them, Category 4 Formations are suitable only for supporting Category 1, 2, and 3 Formations during their operations and should not be deployed independently, even for training exercises.


*Aristocratic titles are translation conventions from Palace Antaran

** while other categories of formation and unit previously existed, wartime measures saw them folded into the current system and previous privileges revoked asan emergency mesure

***the Army, being subordinate to the Fleet, has adopted similar structures, and armies are considered subordinate to the fleets they are attached to.
 
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Polity name: The Most Benevolent Blattarian Concordat


Species: The average Blattarian is a hard to kill, spluttering mess of pride, scar tissue, redundancy organs and tightly wound aggression hidden behind layers of etiquette and haikus. The insectoid species is organized by temple-clans, whom communally hatch their young together, usually in a underground cave sealed from access to the surface, where in which the ravenously hungry larval stage is waited out for a year until the now developing adolescent survivors, having developed thought more advanced than the average pack hunter, are herded into their training and assigned roles best suited to them. From there they serve their sect in it's wars, intrigues and general power struggles with it's vast networks of alliances and feuds. All of which is moderated by the neutral ruling council of those deemed to represent the presently strongest alliances of temples.
Blattarian history has demonstrated why such a complex and often at odds civilisation is required, having almost destroyed itself in earlier eras, where bloodlines sought to exterminate one another.

When Taskforce Headhunter-Clade TP-76-K was assigned to take out the council with a devestating orbital strike on it's headquarters, it was expected the Blattarians would either be cowed or fall into infighting, with another potential threat to humanity neutralised. Instead a civilisation that hadn't noticed the Sol System existed was roused into a furious rage.

With humanity now at it's mercy, genocide held back by a strict, if tenous, honor code and a new ruling council of somewhat only theorhetical authority over it's own armies, the future the Blattarians might take is somewhat worrisome.

Drive: 6
Domain: 4
Military: 8
Technology: (Your polities tech levels.)
-Drive: 2
-Domain: 2
-Military: 2


Flaws:
Restless Warriors (2)
Unpleasant Conduct: (2)
Paranoid Intelligence Institutions (2)
Political Gridlock (2)
Ethnic Tension: (1)

Preferred location: G, E, K

Declarations:
What you expect to get from the humans at the treaty: Restitution by blood until honor is restored for their crimes.
Your factions opinion on the orbiting races: Shunner
Opinion on the Assembly of Species role: Filibuster
Rivals: WIP
Allies: WIP
League Faction:Freedom
 
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Sadu Schudda
The Sadu Schudda
Species: The Sadu Schudda are predominately the descendants of large, gas giant native life, having conducted radical transsophont experiments on themselves. In their current state, they continue to be vaguely cetacean, vaguely jellyfish like, and vaguely nothing at all familiar fungal-plantlike organisms cybernetically implanted in a variety of void bodies, ranging from juvenile aerospace craft to multi kilometer long void bodies- ships, in other words. They are so suited for void life that if you took them out of their void bodies, they would likely immediately die without access to their vast exoskeletons. They also count other radical voidborn transsophont experimenters in their midst, as well as certain permanently nomadic shipdwellers as part of their state.
The Sadu Schudda Front of the Hyper War

Far on the eastern fringes of the Galaxy, the Sadu Schudda maintained their uniquely voidborn and mobile way of industrial production. Certain planets would be intensely mined for a short period of time, milking gigantic quantities of biological feedstock, minerals, and other such materials to be further refined in voidborne manufactoriums. Then these planets would lay fallow, as the Sadu pods rotate through other sectors and for the recently mined planets to recover from intense ecological devastation.

As a consequence, these planets, when not currently being exploited, had every appearance of being empty of inhabitation. Quite reasonably, the CEC, having recently conquered the Royal Palatinate and the Cacophony, saw Sadu Schudda space as being unexploited. Virgin territory to resettle refugees on. It was a massive propaganda effort-- virgin space, so near a conduit, without the hassle of exterminating the locals? Sign up and get your plot of land today!

Of course, when the Sadu returned, they were furious. To them, the seizure of their industrial lands were a violation of sovereignty that could not and should not be stood for. To the CEC, the Sadu were manifestly not using the land, and therefore shouldn't complain all that much that their planets were being filled up. Matters were not helped when several Sadu Schudda industrial pods began crust cracking operations on certain colonized planets, causing mass deaths on the colonists there, who believed it to be a bluff. It was not. The CEC declared war, the perfidity of the Sadu Schudda were not to be stood for, followed by their puppet monarchs of the Palatinate and the Cacophony. In response, the Sadu Schudda broadcasted their intent to carry out massed strategic bombing on all stolen planets should their eviction not be carried out posthaste.

Against the might of the Palatinate, the Cacophony, and the CEC war fleets, the Sadu had to their name several pods who carried out security operations, a vague understanding of the intricate mechanics of raid and counter raid, their advantages in mobile industry. The war was thusly characterized by Sadu war-pods tasked with blockade evasion delivering orbital bombing packages on settled planets, while large concentrations of war fleets reaved the sectors. Sometimes, they returned with Sadu corpses held on proud display. Other times, they returned with nothing but air. And more and more towards the end, they did not return at all. Still, Sol believed that the Sadu front was by and large a sideshow- easily handled by the local force concentration and their satrapies.

They believed that the Sadu Schudda would be relegated to nothing more than a minor annoyance. With Yaboth wiped out, it was more optimal to focus their efforts on the Bug War. This culminated in a Sadu Schudda divisional command allying with the shipborne refugees of Yaboth capturing the Hurawn Gate, shutting off easy travel to the Eastern Galactic Fringe. Simultaneously, unrest in the Royal Palatinate and the Cacophony reached a head, forcing the defeat of their puppet monarchs. Emboldened by this change in air, the Sadu Schudda began mounting massed naval assaults, slowly and bitterly forcing the naval fleets of the CEC and collaborators out of their space, quarintining the planets, and with the other nations of the Eastern Galaxy, took step by bloody step towards Sol.

However, this victory has not healed all wounds. The colonists have been bound together under the bitter experience of experiencing a near constant siege. The Cacophony and to a lesser extent the Palatinate allege that the treatment of the civilian colonists is an outrage, to which the Sadu Schudda carelessly reply, "the hell do you care? They were CEC stooges." Victory can paper over many cracks, but still they remain.
Government: Representative democracy.
Location: F
Drive: 5 : 2
  • Subspace Voidsong: The Sadu Schudda are capable of generating an FTL signal that propagates through the Labyrinth to send information accurately and almost instantaneously at each other natively. Coupled with their small population, this allows for clannish, tight nit cohesion.
  • Ancestral Memories: New Sadu Schudda, grown from their parent's spores, exhibit encoded genetic behavior. This allows them to effectievely pass on memories, culture, and a measure of technological prowess.
Military: 6 : 1
  • Subspace Voidblink: Properly constructed void bodies are capable of rapid engagement of their Labyrinth Drives, allowing them to dip into FTL and reemerging into a new location.
Domain: 5 : 3
  • Advanced Shipwombs: Sadu Schudda shipwombs are amongst the best in the galaxy.
  • Mobile Manufactoriums: Each Sadu Schudda has internal manufacturing organs that allow them rapid, quick deploy manufacturing sectors right on top of resource nodes, be that mineral rich planets, asteroids, or dense stellar nebulae.
  • Voidwarp Engines: The Sadu Schudda have a special sort of engine, proprietary tech, that allows them to achieve thrust to weight rations far in excess of the cutting edge. This allows them to haul superheavy loads as well as gaining increased speed for lighter vessels.

Flaws
  • Ethnic Tension: Rival ethnic groups live within your state, and often jockey against one another for position and resources. Should these affairs not be carefully managed, it may grow to open violence.
    • Since the basic unit of representation in the Sadu Schudda is per ship, many members of the Schudda who aren't actually ships, but rather, crews on the ships, believe that they are afforded non sufficient rights.
  • Voidborne: Your people have lived without a planet for long enough that they have gotten used to living aboard spacecraft. As a result, your people struggle in terrestrial environments.
    • As the Schudda are, as part of government policy, ships, it's rather difficult for a twenty kilometer long void body to alight on a world with an active gravity well. They do their best with proxies.
  • Low Yield: The rate of procreation of your people is painfully slow with the population growth less than ideal and making maintaining population during times of trouble a nightmare.
    • Why cut corners on your children? The Sadu Schudda maintain high quality voidyards that take years, even decades, to create a new Sadu Schudda, from microbial spore to kilometer long vessel. They're excellent: robust, durable, and upgradable, but it takes ages.
  • Gluttunous: Your people require more resources than other species to survive—and expect even more to maintain their standard of living—leaving a notable strain on your economy.
    • Starship fuel doesn't come cheap! The rare cybernetic-bioaugment blend that the Sadu Schudda use to maintain themselves, even less.
  • Holdouts: Elements of the human military have refused to obey the CEC's order to stand down and surrender, and have gone to ground in your territory, thanks to pro-human sentiment having a hold over large parts of your population.
    • The Sadu Schudda are fairly, probably, might be, sure that there's definitely some weird CEC guys down in some of the planets in their territory.

Declarations
  • What you expect to get from the humans at the treaty: The Sadu Schudda expect mining rights to the new Itkan Government, a non insigificant stake in their mining and processing industries. Furthermore, the Sadu Schudda demands free passage, untaxed by tarriffs or harrassed by border control, through the domains of the CEC and their vassals. Also they want the Moon.
  • Your factions opinion on the orbiting races: Exploiter- If they can understand us, then they can trade with us.
  • Opinion on the Assembly of Species role: Traditionalist: if it ain't broke, why fix it?
  • League: Prosperity
Rivals
  • Minzotl Co-Prosperity Sphere: You unfairly oppress the citizenry of the Sadu Schudda. You close your borders. You withdraw your hands. You cut into our buisness with tarriffs and taxes. You send your border security to harrass us. Well, so we do the same with you.
  • The Heavenly Cacophony: Your name is correct. You are a cacophany. We have detected MLUs (micro labor units) on our planets. We have evidence of your citizenry attempting intrusion. Go through the proper channels to apply for exploitation rights on our planets. Otherwise, we will break out planetary scale sanitization efforts.
Ally
  • Yan Yaboth Arks: We are most glad to see another embark on the path of true life, that is, adequately scaled void based life. Our stores of self modification are opened to you. Let us swim together in the arcadian gardens of stars and join our songs in sync.
  • Antaran Sovereignty: In ages past, battle seeking Sadu Schudda long journeyed from our ancestral stars to the worlds of the Antarans, where they served with distinction and equitable recompense. Many of our greatest names served in the Ultraviolet Banner Fleet- why should we reject them now?
Geographical Data
  • Sectors: KAJAYTSAN, CHEYEHIP, SAHEYGAAR
  • Capital: VOM-ANOKOLOR: VOM-ANOKOLOR is the sacred capital of the Sadu Schudda. It is a nebula that none outside of the Sadu know the precise location of. It is also possible that the nebula is commonly traveled and the Assemblies of the Sadu are held in secret.
DIVISIONAL DEPLOYMENTS
  • THE HOME FRONT
    • DIVISION 26 [1 Army, 1 Fleet]
    • DIVISION 61 [1 Army, 1 Fleet]
    • DIVISION 57 [1 Army, 1 Fleet]
  • FRONT Z2
    • DIVISION 85 [1 Army, 1 Fleet]
    • DIVISION 82 [1 Army, 1 Fleet]
  • FRONT Z1
    • DIVISION 45 [1 Army, 1 Fleet]
    • DIVISION 39 [1 Army, 1 Fleet]
  • FRONT SOL
    • DIVISION 81 [1 Army, 1 Fleet]
    • DIVISION 73 [1 Army, 1 Fleet]
    • DIVISION 00 [1 Army, 1 Fleet]
 
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The Serene Olm State
The Serene Olm State

Species: Olm blind cave dwelling salamanders who live extremely slow paced lives to preserve energy only to spend it in mighty sprints. Many Olm enter a state of torpor for long periods.
Flag design thoughts: two olm intertwined biting each other's tail in a yin yang kinda thing
Conduit Location: J, K, I

Drive: 5
Military: 4
Domain: 3

Tech Rating:
Drive: 2 Advanced Healthcare(Olm can live indefinitely barring traumatic injury and thanks to advanced Olm medical technology this rarely happens, giving them an exceptional sense of continuity and collective experience)
Military: 2 Blackout Beams( As a sightless species, the Olm do not need light to percieve and operate. Using blackout beams to remove the light from an area blinds their foes allowing them to move in for the kill)
Domain: 2 Crystal Singing ( Though the lightless caves of the Olm may be poor in nutrients they are rich in raw resources. While another species may struggle to map and mine the deep veins of planets the Olm have mastered unusual ways of finding and extracting mineral deposits such as their legendary indestructible crystals)

Coming Out The Shell +3 While the Olm has always been a part of the galactic community they have never really been an active part of it, moving at there own sedate pace while the whirlwind of politics and war wages beyond their territory. The recent Hyperwar has shaken the Olm from their torpor and many younger, more active

Declarations:
What you expect to get from the humans at the treaty: The Olm want a peace treaty. No seriously, they don't really understand this idea of reparations-either the war is over and we are at peace and going home, or it is not and we have yet to wipe out the foe. That being said if they wouldn't mind getting some foodstuffs and grain- calories are great and rare.

Your factions opinion on the orbiting races: : Why your people seek to bring less advanced races into the fold before they can naturally reach it themselves could be for a number of reasons, altruism being the most common. Uplifting of races however is a dangerous prospect, humanity being given numerous aid to unseat the Ulvorians which led to the destruction of the Hyper War.

Opinion on the Assembly of Species role: Traditionalist: The Assembly of Species has been a galactic institution for centuries with it serving as a meeting place of equals to share ideas, trade and for mediation of conflicts. Humanity's refusal to operate within the Assembly should have served as a proper warning for the rest of the galaxy for what was to come next. An idiom spoken by many ship mechanics, if it ain't broke why fix it?
Rivals: Kazeed Empire: Its not just that the Olm find the Kazeed determination to get mass death and purging distasteful. Its also that the hearing of the Olm is incredibly powerful and sensitive and the Kazeed WILL NOT STOP SCREAMING. It is actively painful, please stop, please just stop.
Tfenr Ecumene: The Olm have been disrespected before but the passive aggressive patronizing manner of the Tfenr has begun to make them genuinely wroth at least by Olm standards of wroth and some think a lesson in manners would be educational for the Ecumene
Allies: Royal Palatinate of Gynnaire, The Olm cannot see the Gynnaire, but their chemo-, mechano-, and electroreceptors all agree that they are adorable and must be protected. There is no evidence to the rumor that the Prince of the Palatinate has potential to fulfil ancient Olm prophecies, no evidence at all.
The Divine Axiom: The Olm remember the axiom when they were created 50000 years ago fondly, and are pleased that all that time has (mostly) not changed them. The Olm remember the Axiom at their best and see all their actions in the best light. They are a race that remembers and they respect memory.

League Faction: Neutral-The Olm are so far behind in terms of following galactic political trends that the new style of leagues has completely passed them by. If the current Olm interest in trying to keep up

Military Deployment:
The Olm Home Fleet:
2 Fleets 2 Armies In Olm Home Sector



Olm Expeditionary Forces
1 Fleet 1 Army Ikta Occupation Force
1 Fleet 1 Army Paxillus Elimination Expedition
2 Fleets 2 Armies part of Coalition forces in Sol sector

As a species the Olm developed in lightless cave systems where nutrients were poor except on rare occasions of feast that broke the famine. A sightless species with a tendency to lower body activity to near nothing in lean times the Olm live long by excerting themselves rarely and rarely understand the way that other species panic and rush. Originating in nutrient poor deep caves the planets the Olm dwell are so marginal to another perspective the war passed them by initially. An ancient race that has been part of the galactic community from the beginning through that long history they had never once done something of note and always voted abstain. When they actually voted for war it was something of a shock to discover they could vote. Joining in the sixth year of the war and fighting at Triton station Though other nations may have been more famous for their victories or sacrifice they still joined the fight and fought their share- for when necessary an olm will fight and fight hard and they has a tremendous reserve population lying torpid.. But now that the war is over the Olm seem reluctant to entirely withdraw as they once had before, but are still eager to return to serenity. 1The war is over-what is this talk of "revenge"? that is a waste of calories. The real question is if they will try and keep pace with a fast galaxy or enjoy the serenity of a slow pace.








The Sauron Society
Government: Stratocracy
Species: Sauronites, a gene engineered warrior races spun from dinosaur lineages and retooled to be bipedal and anthropomorphic
Flag design thoughts: an abstract design of the pillar of Orthanc.
Conduit Location: A,N, W

Drive: 5: The Sauron are not disunited, but they are somewhat rudderless-they have never been free and are unsure what this means
Military: 8: The Sauron were designed from the beginning for war and they thrive on it,
Domain: 4: The territory of the society was originally CEC land earmarked for stay behind operations they seized when they revolted. It is not a large area, and it is heavily scarred by the war.

Tech Rating:
Drive: 1
Military: 3: Genebred war machines: Not only are the Sauronites in their own right exceptional soldiers with incredible strength and a natural squad instinct, but they have inherited much of the CEC's biological weapon research. In the deep vaults lie many monstrosities that even Dr. Sauron hesitated to unleash on his foes, and the tools to make more.
Domain: 1


Flaws
Low Yield (1) The Sauronites were not meant to be an independent and self sustaining species. Sauronite scientists are still struggling to understand the process that created them and how to ensure that they are not the only generation of their kind.
Spatial Fluctuations (1): The Conduit seized by the Sauronites in their revolt was not entirely unscathed in the fighting. It seems to still work fine its probably all good, right?
Caste System (1) The Sauronites were designed with different genelines specialized in different roles. Of course an NB Sauronite is going to handle the artillery, and a JC is the ranking officer, that's how things were designed, are you suggesting Dr Sauron was incorrect?????
Gluttonous (1) Put simply, it takes a great deal of meat to sustain the muscle mass of dinosaur super soldiers.
Dependent on another power (2) It took a power with a long record of war service against the CEC and a certain amount of influence to vouch for the Sauronites as allies and galactic community members, the Sauronites are grateful and know who they owe.
Holdouts (2): The Sauronites were not the only segments of the CEC military ordered to begin stay-behind sabotage operations in the area and despite the surrender of the CEC and revolt of the Sauronites many of them are still stubbornly operating.


Declarations:
What you expect to get from the humans at the treaty: A future- to be more specific the Sauronites want all the research and records related to their creation and design to ensure they can ensure a second generation. They also would like sections of the CEC fleet and other military materiel, its what they are used too and they like armaments
Your factions opinion on the orbiting races: Shunner, the Sauronites don't have anything *against* orbiting races, but only having been a state for a handful of years and considering themselves deeply indebted to another one they hardly think they are in a position or time to care about orbiting races. Maybe in a generation or two with the war over and the future ensured. For now we're busy.
Opinion on the Assembly of Species role: Consolidator: The Sauronites don't envision themselves as taking a leadership position in a more consolidated council but think it only logical that a stronger state with a leading council be formed (to whom the Sauronites could be the fist)
Rivals: WIP
Allies: WIP
League Faction: Hierarchy: The Sauronites like order the chain of command and structure. The galaxy needs a strong and benevolent hand to ensure peace order and justice



After the loss of the olympus mons Dr. Sauron Skywalker Braukenhaus, was given unlimited budget and limited time by CEC high command to produce super soldiers for the war effort like the successful hades program. The good doctor took small amounts of DNA of the greatest warriors in human history and combined it with dromaeosauride gene lines to create a race of super soldiers. A new humanoid race, bread to fight and serve. Though highly effective as the war turned against the CEC they were increasingly used for suicide and spite operations something that the Doctor protested again as not only a waste of his "beautiful children" but also "a superior species". When he was executed for his defeatist talk his creations revolted en masse, joining the coalition as a species in their own right and turning on the CEC. Now that the war is over, the "Sauronites" find themselves for the first time a free people with a chance for peace and to settle their own future, and little idea on what to do with this.
 
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The Kazed Empire


THE KAZED EMPIRE



"ATTENTION, HUMANS! WE HAVE ATTACHED MULTIPLE ANTIMATTER ENGINES TO THE SURFACE OF YOUR MOON. IF YOU DO NOT SURRENDER TO THE KAZED EMPIRE, WE SHALL DEORBIT YOUR MOON ONTO YOUR HOMEWORLD'S SURFACE! YOU HAVE TEN HOURS."

GOVERNMENT TYPE: CASTE-BASED EMPIRE
LEADER: EMPEROR THAST THE NINTH
LOCATION: Z
RIVALS: TFENR ECUMENE, SOPHONT FEDERATED COMMUNAL REPUBLICS
ALLIES: YSHARIN KHERATA

KAZED MILITARY DEPLOYMENTS:
- KAZED EXPEDITIONARY VENGEANCE FLEET (3 FLEETS, 2 ARMIES) (SOL)
- KAZED OCCUPATION FLEET (7 FLEETS, 8 ARMIES) (GRONK)


The Kazed species evolved on the barren world of Kalaann, a world bathed by radiation from the neutron star it orbited. Although the surface was inhospitable to almost all life, the oceans and caves were safe for the cephalopodic Kazeds to inhabit. Over a process spanning hundreds of thousands of years, the Kazeds eventually developed incredible intelligence, learned how to fashion their environment into a vast system of underground factories, and built radiation-proof casings that allowed them to venture onto Kalaann's surface, where they built mighty cities, developed space travel, and eventually built an empire.

For a space-faring race, the Kazeds were quite isolationist, preferring to stay within their cities and space colonies to focus on advancing their scientific prowess and artistic ability (yes, the Kazeds do have an appreciation of art). When first contact was initiated with the Imperial Ulvor Union, the Kazeds reluctantly greeted them, sent a small delegation to the Assembly of Species, and promptly proceeded to ignore the rest of the galaxy for the next eight hundred years. The only notable diplomatic meeting with foreigners after that was the signing of a defensive pact with the IUU to defend against the Gronk Satrapy, who kept launching irritating raids into Kazed space.

When the IUU began to collapse and the CEC rose to prominence, the Kazeds initially didn't pay close attention. The humans had only arrived on the galactic scene a mere hundred years ago; who would think that they would go on to conquer half of the galaxy? Everything would be fine.

Then humanity invaded, and the hated Gronks marched alongside them. Kazed space would become the frontline of Human expansion, as millions of Kazed caste warriors desperately tried to hold the tide against CEC ships and millions of Gronk shock troops. Entire planets became battlegrounds, pockmarked by craters from asteroids thrown at their surfaces. For almost ten years, the Kazeds bled at the hands of upstarts and barbarians, until they were finally forced from Kazed territory.

Then the great offensive began.

The Kazed Empire would storm into Gronk space, exterminating all who resisted, and raising their flag above the Gronk homeworld. Then they turned their eyes to Earth; three Kazed battlefleets would lead the charge that broke through Saturn's defenses. And when the moon was taken, the Kazeds did the unthinkable; eighteen antimatter-powered engines were attached to the surface of Earth's moon, and a threat was issued that if humanity did not surrender within ten hours, then the Moon would be deorbited onto Earth's surface, obliterating the homeworld of humanity.

Admiral Albert Ortman surrendered. He was, however, two hours late. And the Kazeds always kept their promises.






SPECIES STATISTICS


DECLARATIONS

The Kazed Empire is a member of the Hierachy League in the Assembly of Species. They, personally, do not like being in the Assembly of Species, but view their eight-hundred year old membership as inherently necessary, lest the Kazeds be sidelined by a united galactic community (Orban much?). They have a Fillibuster opinion on the Assembly.

Before the Hyper War, the Kazed Empire took a stance of neutrality on the Orbiting Races. After the rise of the CEC, however, the Kazed Supreme Council and Emperor has become notably xenophobic, and have shifted to a stance of exploitation. A repeat of humanity cannot be allowed to happen.

As for Kazed demands; the Kazeds, having had their territory directly invaded and having spent much of the war desperately fighting against Gronk hordes and Human spacecraft, demand either the complete extermination of humanity and the Gronk or their enslavement. The Kazed Emperor is a notable advocate for letting the Moon deorbit completely and smash into the Earth's surface. Human scientists and technology should be distributed to the powers who contributed the most to defeating humanity (which just so happens to include the Kazed Empire), while the Gronk homeworld is to be annexed by the Kazed Empire in retaliation for their century-long raids and recent campaign of conquest.

Kazed Imperial Intelligence considers the Tfenr Ecumene and the Sophont Federated Communal Republics as their primary galactic rivals due to their stances of pacifism and reconciliation towards humanity and the Gronk. In response, the Kazed Empire has allied itself with the Ysharin Kherata (@Red Robyn).

BENEFITS

Drive: 6 (Tech 1)
- Due to Kalaann's neutron sun, every Kazed embryo is grown in an artificial womb, allowing for the modification of Kazed genetic code. This has resulted in the average Kazed possessing an IQ comparable to that of Albert Einstein, although thanks to the complexities of modern technology this doesn't count for much anymore. It has, however, allowed for a great deal of cultural cohesion, and the average Kazed conversation consists of arguing over galactic politics, the latest scientific theories, and the optimal place to install a coffee dispenser.

Military: 7 (Tech 3)
- The Kazed Empire's miniaturization of military technology has advanced to the point where a single Kazed Warrior Caste member utilizes a armored casing that can be compared to a literal flying tank, capable of destroying buildings with its energy disruptor gun. The specialized casing variants are even more destructive, while the latest Kazed battleships employ antimatter torpedoes, multiphasic energy shielding, and incredibly scary "atomic decompilers", which are extreme long-range heavy energy howitzers powered by opening a rift into the Labyrinth itself. And of course, one mustn't forget the nine years of planning and construction it took to build the antimatter engines that deorbited Earth's moon.

Domain: 5 (Tech 2)
- The Kazed Empire is maintained by a massive system of automated factories and starbases, and its economy is planned by massive quantum computers cooled by the methane lakes of distant moons.

FLAWS

Coming Out The Shell (+3)
- The Hyper War greatly disrupted Kazed society both materially and culturally, and forcibly reintroduced the Kazed Empire to galactic affairs after eight hundred years of isolation. There is currently a massive surplus of Warrior Caste members occupying Gronk space and Earth, while back at home, foreign ideas are starting to leak into the populace, with a few Kazed scientific members beginning to consider modifying their own genetic code in order to adopt alternative forms (which goes against standard Kazed teaching that their bodies are perfect as is). The Kazed Emperor and Supreme Council greatly disapproves of this, and have begun to become more paranoid.

Paranoid Intelligence Institutions (+2)
- The Hyper War was a great shock to the Kazed Supreme Council and the Emperor, and after scrambling to halt the Human-Gronk advance, decided to combine the many intelligence agencies within the Kazed Empire into a single one; Kazed Imperial Intelligence, which answers to the Supreme Council and Kazed Emperor alone. Given recent events, they are incredibly paranoid, and possess several of their own highly advanced stealth ships.

Mass Climatological Collapse (+2)
- Given that the average Kazed almost never ventures outside their house without using a casing, the Kazed Empire never really cared for such things as "global warming" and "climatological collapse". The Hyper War only accelerated the process of mass extinction on many Kazed worlds, as entire planets were strip mined for resources. The problem has gotten to the point where many Kazed planets are beginning to lose their ozone layers and even magnetic, forcing exposed Kazed colonies to begin moving much of their industry underground in imitation of their homeworld of Kalaann, lest they all be boiled alive by their own stars.

Unpleasant Conduct (+2)
- After eight hundred years of isolation, Kazed diplomatic capability is nearly nonexistent. Deorbiting Earth's moon didn't help their reputation.

Caste System (+1)
- The Kazed Empire utilizes a caste system; the Emperor and his Supreme Council stands at the top, while the rest of the population is divided into equal Warrior, Administrator, and Scientist castes. Foreign nationals and dignitaries are usually treated as equals, while barbarian species like the Gronk and Humanity are treated as slaves.
 
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Minzotl Co-Prosperity Sphere


Polity name: League of Free Planets

Species:
As the the Imperial Ulvor Union convulsed under the weight of humanity's challenge to its hegemony and the costs of its own ambition, numerous systems would break away from their weakening grip. The League of Free Planets was one such state-disgusted by the Imperium's betrayal of its old ideals and its increasingly high handed rule, the League began life as an alliance of several rebelling systems, many of which were populated by the Imperium's own former colonists, demanding greater freedoms and a more open government. The initial success of the rebellion would prompt a number of imitators, and the League would expand substantially at the Imperium's expense, resulting in the coalescence of the initial loose alliance into a state of its own, one that would champion the old ideals the Imperium had forgotten. The League is a stalwart member of the Assembly that is highly invested and active in galactic affairs, ready and willing to bring the light of Freedom to the rest of the galaxy.

Or at least, that's how the story goes. The truth is altogether more complicated. The League is certainly a more open society than the autocracy that preceded it, being a federation of systems lead by elected officials with semi-robust civil liberties, and able to have emerged relatively quickly as a prosperous state, buoyed by its powerful industry and staunch commitment to trade. It was able to convince numerous other planets and systems to join it in defecting from the IUU, and continually fend off the Imperium's attempts at reclamation. Its military, given so many negative examples to draw upon, remains firmly subservient to its government, bearing a strong sense of pride tempered by obedience. Most of its population still believes in the grand mission and the national myth. It remains one of the most successful democratic states in the galaxy, the initially weak ties of alliance reforming into an actual effective, unified government.

But at the same time, it has in many ways simply provided its own spin on the sins of its galactic "father"-the founding species of the League, the Vorgarr, the Kui, the Crorruks, and the Ulovors themselves, still occupy positions of outsized power and prominence within its government, a government that has increasingly grown more and more dominated by nakedly nepotistic political machines and the interests of powerful business magnates. Many of those species that were sidelined by the IUU inevitably found themselves sidelined by the LFP in turn, just in a "softer" fashion, their economies unable to compete, their voting power irrelevant. In the end, the League has steadily transformed from an idealistic conclave of dreamers into a galactic powerbroker with its own entrenched interests and empire, perfectly capable of compromising on its ideals in order to suit its own interests, and quite prone to doing so.

The LFP would weather the chaos after the collapse of the IUU to emerge as a rival to the Ikta and their Human backers, sparring with both over the old territories of the Imperium. It would be this same rivalry over the corpse of the IUU that would eventually lead to them joining the Hyper War, out of a mix of idealism and ambition. The resulting conflict would be bitterly fought and costly in the extreme, but the League's own territory would be spared the worst of it. In the wake of the war, the LFP currently stands at a crossroads. It still clings tightly to its mantle as a democratic vanguard, but there are those within and without who decry the League as simply another attempt at imperial dominance, the IUU come again, and there is a growing movement within its own Conclave that demands just that-a firm, strong hand that will bring freedom and stability to the Galaxy in the wake of Humanity's hubris. Though they have yet to name their preferred candidate for Archon, they have been aggressively courting the famed Ulovor Grand Admiral Lelywn, hero of the last stages of the Hyper War and Hammer of the CEC. In opposition to them stands the current incumbent Archon, Wai-Sarr, a soft spoken Kui who, having stewarded the League through the final stages of the war, counsels staying the course, channeling ties with the Assembly to create a lasting peace and a galactic community favorable to LFP ideals and business interests. The upcoming elections promise to be a bitterly contested affair, and it is an open secret that Wai-Sarr's victory rests on them turning the upcoming peace talks into a victory for their cause.

Vorgarr - Four armed bipeds with a modest head of hair, taller than most humans and broad and bulky.
Kui - Quadrupedal reptiles who never stop growing as long as they live, thin and sinewy.
Crorruks - Small, bipedal "frog men".
Ulovors - Tall, hairless bipeds.

Drive: 5
Military: 5
Domain: 5
Tech Rating:
- Drive: 2 (A highly sophisticated FTL media apparatus that employs some of the best universal translation software in the Galaxy, automatically finding suitable metaphors and allusions from a viewer's own knowledge base)
- Military: 2 (Stellar Fortresses are vast battle stations that dwarf actual warships, acting as mobile logistical support for battlefleets, armed with massive shipyards and fully functional amenities)
- Domain: 2 (Advanced anti gravity generators allow for increased ease of manufacturing, incredibly built up urban centers, and large mega structures)

Flaws:
Ethnic Tension +1 -
Those species outside of the initial four founders are marginalized politically, socially, and economically, acting as little more than a source of raw materials or labor and manpower. This has sparked some bitterness and unrest, with only a few desultory attempts at reform that have failed to address the actual root of the problem.

Hyper Specialized Worlds +1 - Entire planets have become nothing more than a singular piece of highly complex and intricate vertical supply systems for the League's business interests, whose own deals with one another have only grown more arcane and entwined.

Political Gridlock +2 - The League's Conclave has grown increasingly mired in factionalism and internal politicking, more and more reliant on the bargains between vast political machines and favor trading to get anything done. Currently, it is bitterly divided between two political blocks existing in an uneasy, unsteady equilibrium.

Greased Gears +2 - The League's prosperity relied a great deal on favorable laws for business and a lack of restriction on exports. Unsurprisingly, this has facilitated a great deal of arms trading outside of its own borders, with the drydocks and shipyards only growing more busy with the end of the war.

Preferred Location: U - M - T

Declarations:
-
What you expect to get from the humans at the treaty: Humanity and its allies must accept responsibility for the war, pay reparations in the form of economic and technological concessions, abandon their occupied territories, dissolve their current autocratic regimes, and be subject to a period of demilitarization and political tutelage under the oversight of the Assembly. Furthermore, client races must be freed and allowed full autonomy and independent action, and there should be a number of strategic territorial concessions to prevent the outbreak of another war.
- Your factions opinion on the orbiting races: Exploiter
- Opinion on the Assembly of Species role: Consolidator
- Two rivals for your polity:
- And one ally:
- League Faction:
Freedom



Polity name: Minzotl Co-Prosperity Sphere
Species:
As long as their history records, the Zotl were a community of strictly hierarchal short amphibious crustaceans, ruled over by a caste of egg-bearing monarchs whose spawn made up all Zotl within the hive. And as long as they remember, the Min existed alongside them. The Min are a race of sentient coral, incapable of communicating or affecting their environment normally but each possessed of some amount of psionic ability. Individually, a Min is of little consequence, only capable of small pushes or exertions, but in large numbers, they become far more potent. Perhaps most important, this ability allowed for them and the Zotl to communicate before each had even developed a proper language, leading to a close and fruitful symbiosis. The Min provided shelter and material to the Zotl, who in turn gave protection and food. The elegant spiraling towers of the hives steadily grew, clawing at the sky itself, and inevitably, one royal line surpassed all others and united the twin-species for a push into space.

There, the Minzotl's coral ships would have the misfortune of encountering the Imperial Ulvor Union as their first neighbors in the stars. The Union, as was their custom, distilled the intricacies of the Minzotl into that which was useful for them-a highly organized species with a strict hierarchy that could be easily exploited, and a numerous race of all-psionics. The Zotl would be utilized for forced labor, transported offworld in vast numbers, their royal lines rendered nothing more than overseers and taskmaskers. A far worse fate awaited the Min, when it was found that crushing and consuming their remains could enhance one's psionic abilities, or merely produce a pleasant euphoria. Under these conditions, many would see death as preferable, and violent resistance did not take long to erupt. The cooption of the royals by the IUU would backfire, instead leading to the breakdown of the hive structure as the lower castes increasingly turned to rebellion.

This was the situation the CEC's agents would discover, as they covertly searched IUU territory for points of tension that could be utilized. Unsurprisingly, most of the Minzotl's resistance movements were happy to align themselves with the CEC, coordinating intelligence and attacks in exchange for weaponry and expertise. The Min's numbers had been terribly culled, and they eagerly utilized their psionic powers for coordination, terrorism, and espionage. For the Zotl, the old hive society no longer existed. The royal lines were corpulent, indolent and removed from their own people, increasingly culturally akin to the Ulovor whose bribes and regard they sought, whilst the once mighty warrior caste had become thuggish enforcers over the increasingly restive and independent worker castes, whose once carefully regulated numbers and characteristics were becoming altered due to disruption. Repression was the only thing that could keep this castle of sand together, and it drove more and more Zotl into looking farther afield for inspiration and answers. One of these Zotl, perhaps the most important, would be Tzaol.

Tzaol was a Zotl dissident and rebel who would volunteer to "study abroad" in the CEC, becoming a liason to the humans and helping to organize a Minzotl Auxiliary Force that would aid in the war against the CEC. Tzaol was one of many Minzotl who did this, but it was one of the few who survived the purge of leadership that resulted when the IUU crumbled and the CEC now had no use for the fifth column they had been cultivating, escaping back to the homeworld to take command in the power vacuum, the CEC having only managed to unite their enemies through the attempt to decapitate them. The two species would continue to fight against the CEC just as they had the IUU, many rebel cells not even pausing to celebrate their "liberation". The war would not end even when the CEC was forced out of Minzotl space, the war fleets joining with the Coalition to fight their enemies to the bitter end. After centuries of violence and decades of war, the guns finally fell silent when the CEC at last crumbled and yielded in the shadow of their own Conduit.

Tzaol, now, rules supreme, center of a powerful cult of personality, able to enact its vision of a reformed society built on lessons from the CEC, the IUU, and the past. The royal lines are extinguished, and the warrior castes eradicated. The alliance with the Min is stronger than ever, but the hives are now a highly militarized union of collectivist communes under the watchful eyes of the dictator, the old caste system obliterated socially and biologically through careful engineering. The Minzotl have at last seized their destiny with their own hands, throwing off the yoke of two empires and bloodily securing their conduit before any others. Now then, comes the next step-the growth of the sphere until it need never fear the domination of a foreign power ever again.


Drive: 7
Domain: 2
Military: 7
Technology:
-Drive:
2 (The psionics of the Min and the chemical processes of the Zotl have been combined into a highly potent treatment regimen that allows for the rapid socialization, indoctrination, and education of newly born members of either race)
-Domain: 1
-Military: 2 (The Min provide the material for much of the Sphere's creations, but the most famed by far is the process of "forging" a colony of Min, through means as much ritual as technological, into a massive sentient suit of armor capable of self repair and feats that defy conventional physics when paired with a Zotl pilot. Such unions are for life, and highly celebrated, producing exceptional soldiers and heroes)

Player League: Equality

Flaws:
Restless Warriors + 2 -
While the old warrior class is gone, the respect and glory afforded to those who make war has only grown with the great war and Tzaol's cult of personality. The Minzotl's military is full of those eager for a chance at glory, and none more so than those piloting the honored Panoplies.

Wounded Lands + 2 - Minzotl territory was occupied by two empires and the site of an intense insurgency that was met with savage reprisals. The surprising this is that it is in as good a condition as it is.

Paranoid Intelligence Institutions +2 - Perhaps unsurprisingly, the Minzotl's security apparatus is ever watchful for the next galactic hegemon who they expect to come knocking upon their door, and view all as a threat-the only question is when that will become the case.

Preferred location: H - Y - E

Declarations:
What you expect to get from the humans at the treaty:
Their technology, their weaponry, their wealth. Beyond that, they are of no concern.
Your factions opinion on the orbiting races: Uplifter
Opinion on the Assembly of Species role: Consolidator
Two rivals for your polity:

Yan-Yaboth Arks - The Concordant Worlds prided themselves on their stewardship of the galaxy, stewing in their own arrogance and willfully blind to the exploitation and cruelties of the empires around them until it finally blew up in their faces. Tzaol remembers how the Concordant sat by and did nothing when the IUU turned the Min into a luxury product and the Zotl into slaves, and now they have the audacity to ask for aid. The galaxy should rightfully leave these fossils in the dust where they belong.

Sadu Schudda - The black ships, the despoilers of planets, raiders and pirates. A lawless band of living ships, always prying and seeking profit, seeking to feed upon the lands of others. The Minzotl have not been a Conduit race for long, but already relations have soured precipitously with their eastern neighbor. Their lifestyles are wildly divergent, their political goals at odds with one another, and their allies opposed. That the Sadu Shudda mostly made a name for themselves during the war by blasting apart colonies seeded with colonists from other eastern powers did not help much at all.

And two allies: The International Harmony of Collective Emancipation - The Harmony and the Co-Prosperity Sphere have a shared interest in the containment of the Paxillus, a distrust of any possible new galactic hegemon, and a deeply fraught relationship with the rest of the galaxy. When the Zotl Auxilia turned against the CEC, the Harmony was quick to step in as their new backer, and formal alliance during the Hyper War was a natural development. Moreover, Tzaol believes the Harmony might help act as a model for the Minzotl's nascent government in terms of structure, ideology, and organization. As well as, more quietly, perhaps an example of what not to do.

The Heavenly Cacophony - Unsurprisingly, the Sphere's other ally is also a result of the war. The Blizzetans and Minzotl occupied similar positions, waging war against CEC forces, the Pax, and collaborator regimes from their own species. But it would be a chance encounter with a defecting Blizzetan officer that would act as the primary catalyst for the alliance. Forced to flee the grasp of the CEC aligned Dounir, the not-yet Admiral Kess would find sanctuary among Tzaol's Minzotl resistance and repay the kindness with her expertise in training the warriors of the Panopoly to adapt to void combat and Dounir tactics. The alliance would endure post war, with Kess becoming the Regent's right-hand and arguing that the new strategic realities made the two powers natural allies, a conclusion Tzaol also subscribes to.

Deployments:
Soaring Tower
[2 Fleets, 2 Armies] - Xoahuili

Burning Claw [1 Fleet, 1 Army] - Kudzu

Gleaming Shell [1 Fleets, 1 Army] - Sol
 
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Polity Name: Auriketh (Formerly: Auriketh Containment Zone)
Species: Kosjdarastrix - Metre-high bipedal lizards that are shockingly tough and strong for their stature

Biography (WIP): Isolated from the galaxy at large for an ill-fated military conquest centuries ago, as punishment intended to prevent the Auriketh from repeating it's conquest attempt again, the Auriketh have been contained and confined to a single sector by decree from the Assembly of Species, disarmed and prohibited from developing military technology and otherwise disbarred from galactic society, with a vague goal of cultural rehabilitation in mind from the Assembly, and no strict time limit to achieve this.

In short, an entire species condemned to what was effectively a prison cell.

Yet the Auriketh took this in stride; Confined as they were, nevertheless thrived. Confinement to a single sector ensured that space and resources had to be carefully shepherded, development planned and otherwise controlled and managed. The Auriketh took the lessons and trials of their situation to heart, and learned well from them, creating a work of art of a sector fully content in knowing they would never have more than this to work with. And had it not been for humanity, the Auriketh would've lived contentedly in their prison for eternity.

The initial contact between the Auriketh and humanity would happen shortly after the Hyper War's start; seeking a route which to bypass or outflank the coalition, would start to use the Auriketh conduit judiciously, thinking that the coalition were either ignorant or forgetful of the route. But one Admiral's decision to rouse the custodians of the conduit would prove to be one of the greatest mistakes the CEC ever did during the war, as though the meeting went well initially, the revelation of the CEC's role in starting the Hyper War shattered any hopes of humanity claiming an ally from the contained Auriketh, and suddenly finding a route that once was clear now very much a front of it's own, and facing off with a foe that was determined, resourceful and skilled.

Stats & Tech:
Drive - 7, Tech 2
- With a developed and effective security apparatus designed to ensure the Auriketh stayed in line within their prison, the Auriketh are adept at subtle manipulation to keep social division in check by ensuring that any troublemakers are dealt with in a way with no visible ties back to the government having a hand in this. Regardless, the Auriketh are motivated and driven, both during the war and now beyond it.
Domain - 1, Tech 3
- Despite the (Deliberately) small size of the Auriketh's domain necessitated that everything be used to best ability. Experts in resource and recycling efficiency, just about nothing in auriketh society goes to waste; What resources are in the system are reused nigh-on endlessly with little loss. Alongside this, the Auriketh have long mastered techniques to shape the very geology with masterful grace and precision, at times completely entombing structures beneath metres of rock to only show a mere hint of artificial construction or just a natural landscape that entirely conceals the artifice beneath the surface.
Military - 10, Tech 1
- Engineered as a lifeform to serve as the perfect soldier, the Kosjdarastrix have not lost an iota of purpose in their centuries of isolation. What they lack in military technology, relying mostly of what can be salvaged, donated or just plain stolen, they make up with training and an ingenuity in the military arts that puts nearly all others to shame.

Flaws:
Coming Out of the Shell (3 Points) - Living in an enforced isolation for hundreds of years with little news or connection to the rest of the galaxy blinds one to current affairs and events. A shock re-integration into galactic society as a result of the biggest conflict within living memory along with nigh-zero experience with anything other than narcing on smugglers means that there's going to be an awful lot of culture shock, to say nothing of having zero knowledge or framework for interacting with the galaxy at large.

Refugee Crisis (2 Points) - As one of the few bastions considered entirely safe from CEC encroachment, large numbers of refugees flooded into Auriketh space fleeing the human-led alliance's onslaught and away from the imminent threat of being shot. While willing to help out and accommodate the displaced, it's wearing a little thin having a lot of outsiders squatting in their sector...

Rogue Military (2 Points)
Restless Warriors (2 Points)
The war has potentially rendered the assembly's experiment with the Auriketh into nothingness. Enacted to keep the Auriketh from returning to violent militarism, the requirement to fight humanity and it's allies necessitated looking the other way when old habits resurfaced suspiciously fast to combat the CEC. Any hopes that this was some mere duty to the galactic community, and that they would return easily to peace, are about to be horribly dashed...

Preferred location: (In Order) N, D, T

Declarations: (These declarations will help determine your faction's stance and overall attitude for the post war world, and what they did during the war.)
-What you expect to get from the humans at the treaty: Anything that isn't nailed down, and after that, everything that is nailed down (Plus the nails). And maybe proscribing what happened to them to the humans (After all, it worked wonders for dealing with some of their issues)

-Your factions opinion on the orbiting races: Shunner
-Opinion on the Assembly of Species role: Filibuster
-Two rivals for your polity: [BLANK]
-And one ally: [BLANK]
-League Faction: Hierarchy
 
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The Charter
Polity name: The Resolute and Inviolable Charter of the Revered Clans (colloquially, The Charter)

Species: The Treluk are an avian species, incapable of flight. Their society is incredibly stratified. At the top are the Clans, a number of family structures who each command vast amounts of power and influence within The Charter, including control over entire planets. The Melvan Clan, for instance, has an effective monopoly on warship production within The Charter, and controls multiple planets dedicated almost purely towards said production. The verdant breadbaskets of the Veltok Clan are the source of The Charter's foodstuffs, and many more beyond its borders. Each Clan effectively commands their own military force, though in times of crisis all Charter members provide their military assets to The Charter's Arbitration Council.

Beneath the Clans, all work at the whims of those favored by The Charter. The Household Staff are the highest below the Clans, by quite a ways. They interact directly with members of the Clans, and serve as their most trusted servants, bodyguards, and military personnel. Those below the staff are forbidden from interacting with members of the Clans.

The remainder of Charter society sees the respect of each Treluk caste decline the more they are forced to perform manual labor. Beneath even the lowest Treluk though are alien species. Those who were "bought out" and "acquired" through the maneuvers of the Clans, those who fled to The Charter, bereft of other options. These other species are treated as scum and denied even the faint prospect of caste advancement theoretically open to Treluks.

Drive: 6
Domain: 10
Military: 2
Technology:
-Drive: 1
-Domain: 3
-Military: 2

Flaws: Ethnic Tensions (1 point), Caste system (1 point), Doves (1 point), Hyper Specialized Worlds (1 point), Have and Have Nots (1 point), Refugee Crisis (2 points), Greased Gears (2 points)

Preferred location: J, I, T

Declarations: When the Hyper War Started, The Charter saw the rise of warfare as a business opportunity, and gladly sold many warships and other weapons to the burgeoning Coalition. However the advance of the CEC and its allies, as well as pressure from the Coalition states, would force The Charter to become more directly involved. While the vast resources of The Charter and its Clans could supply a large war fleet, the still Clan based military structure and extremely limited experience with real warfare against a peer foe meant that The Charter's military was not an effective force, and took high casualties when forced into combat. As such The Charter avoided putting its forces into frontline duty wherever it could help it. Many warships produced by The Charter did see more effective service with other coalition members however.

The Charter's territory was never directly occupied and as such saw many refugees relocated to the relative safety of the Charter, which has led to rising tensions within the highly stratified society of The Charter. Many Clans are relieved by the end of the war and strongly oppose entering any other conflicts as direct participation in the war effort has not been good for business.

What you expect to get from the humans at the treaty: Financial compensation and extraction rights from worlds of humanity and its allies.
Your factions opinion on the orbiting races: Exploiter
Opinion on the Assembly of Species role: Traditionalist. A mediating body, to avoid conflict and foster trade relations between members. Little to no ability to enforce laws upon members.
Two rivals for your polity: Communion of the Hollow Heresy- A disgusting amalgamation of lesser species driven by superstition and preaching such nonsense as "equality". The irony that the revolution of the Hollow most likely prevented a CEC invasion of The Charter is studiously ignored by the Clans.

The Divine Axiom- Silk is a wonderfully nefarious invention, a method of control and exploitation so complete its victims do not even realize how captured they are. Unfortunately it is in the hands of foreign fanatics, not The Charter, and so it is a threat, not an asset.
And one ally: (Note, these will be picked after apps are selected.)
League Faction: Prosperity

Military Deployments
Home systems: 5 Armies, 5 Fleets
A notable portion of the armed forces of the Charter's Clans have remained behind to keep up public order, and to guard against opportunistic attacks, either by one Clan against another or a foreign power against the Charter.

Kudzu: 3 Armies, 2 Fleets
Ivy; 2 Armies, 1 Fleet
Oxalis: 1 Army, 1 Fleet
Henbit: 1 Army, 1 Fleet
Clover: 1 Army, 1 Fleet
Purslane: 1 Army, 1 Fleet
Goosefoot: 1 Army, 1 Fleet
The Charter contributed heavily to the campaign against the Paxillus, fearing the expansion of some all consuming swarm. Much of its strength remains here to occupy the systems, to prevent a resurgence, and to take stock of how best these systems might be exploited now that they are "free".

Indriidae: 1 Army, 1 Fleet
Mirza: 1 Army, 1 Fleet
Phaner: 1 Army, 1 Fleet
Avahi: 1 Army, 1 Fleet
The Charter was a major contributor to the campaign against the Ikta Military Council, and now constitute a significant portion of the Coalition's garrison forces in these sectors. In addition to disarmament and dealing with hold outs, Charter forces are beginning to insert themselves into the deteriorating political situation in the territories, with the ultimate goal of securing a sphere of influence for the Charter here.

Sol: 1 Army, 3 Fleets
While not as great as their contributions against the Ikta and Paxillus, the Charter also sent many fleets and armies to assist in the great push for Sol, to secure itself the greatest possible recognition at the peace table once the war was won. Charter forces suffered heavy casualties in the fighting, and maintain only a fraction of their initial strength, especially for their ground forces.
 
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Koldaki Trade Leagues


Koldaki Trade Leagues​


"They cheered us. The star dreadnoughts devoured all the fire and death the enemy could throw at them. Our cannons split the heavens, and our hulls stood like lighthouses in the tempest. We were heroes. We'd never felt like that before."

They were born in a jungle, not in the terrestrial sense, but in the heart of a nebula so bright and dense that for most of the history of astronomical observation, the universe seemed to be only a few thousand light years across. All of space was a single, bright cloud. This cloud was the domain of monsters. The star squids, the void dragons, the filter-feeding nebula leviathans, even the paleolithic Koldaki could track their visits and life cycles across the heavens. There was so much more they couldn't see.

It would have been so easy for the Koldaki to be snuffed out. It nearly happened at least once. Starting in their early modern period, the young Koldaki had to reckon with an invasive sort of aggressive slime mold aggressively colonizing the planet. Nevertheless, they overcame. They mustered beyond their gravity well, armed themselves with the atom, and began the arduous process of becoming an interstellar nation.

To travel safely within the local star systems, all Koldaki starships grew both massive and well armed. Those first explorers with their thermonuclear warheads and stadium-sized starships are remembered as quaint but brave pioneers by the crews of the modern Koldaki behemoths. Crossing a prewar trade-dreadnought from end to end requires a few hours' walk.

In the decades before contact with another species, the task of maintaining these impossibly expensive lifelines to their interstellar colonies was captured by the great trade-houses, who grew rich until their loose coalition supplanted all other attempts at governance. Eventually, the Trade Leagues came to be known for their interstellar bazaars, when a single starship carrying millions of tons of materials would unveil itself deep in the galaxy, bringing wealth or ruin to those caught in the economic blast radius.


"Eighty-two percent on the Starwind, ninety percent on the Globe. On no ship does less than seventy percent of the crew approve of quashing all Houses' ownership stakes, and they expect us to. They're cheering us, but this is it! If we don't move now, history moves us."
—From the Records of the Final All-Shipholders Joint Meeting​

Then, the humans invaded. The merchant-houses were unexceptional in being drawn into war, though unique in the weapons they brought to bear against humanity. They found themselves belting guns, hangar bays, and armor to their already substantially bulky trade ships to create behemoths that were otherwise far, far too vast to be created for any genuine military purpose. Crude as they were, even a human battleship would balk at engaging one in a fair fight. Often at the center of pitched battles, and with their ships quite vulnerable without support, the Koldaki lodged themselves firmly within coalition politics.

The war was painful. Dozens of trade dreadnoughts were broken. All of them were scarred. Merchant houses became dashing war heroes at the same time their fortune vanished, and the colonies have never been more isolated. However, a fire was suddenly lit in the heart of a people now lauded, now respected, bold, and brave.


"Ton-for-ton, they're not worth much. And they don't really shoot straight because they're designed to defend from a Space Whale coming in from any angle. Still, they got a lot of tons."
—From an Alpha Centauri War College Lecture​

Merchants who captained battleships, trade moguls who reckon themselves statesmen, laborers who became heroes: they stood as castles, sheltered the foreigner upon their ship, and broke the humans against their armor. The Koldaki imagine something nobler, something grander, something more perfect.

At the hour of victory, a species dreams.

Drive: 8
Domain: 5
Military: 3
Technology:
-Drive: 1
-Domain: 1
-Military: 1

Haves and Have Nots [1]: The great trade magnates have, except for a bare handful, seen the starships that were the source of their wealth annihilated in the war, yet they still possess a lock on the Trade Leagues' intangible assets and formal, legitimate political power.
Scrapped the Barrel [3]: Anchoring the battle lines of the coalition navy in a dozen battles, the Trade Leagues' stock of star dreadnoughts were whittled down to a bare few. Aside from the immense loss of capital, it is near-impossible for any shuttle or small ship to safely transit Koldaki space. The Trade Leagues cannot transport soldiers, goods, administrators, or assets from one world or another without tasking one of their few remaining great ships, leaving the Trade League more closely bound together by shared culture and idealism than anything else. When one of these ships is used for any purpose except trade, the economies of a dozen colonies falter. Their ability to use these ships to respond to Stellar Megafaunana is nil. Even within colonized solar systems, space is no longer safe due to rewilding after weapons and defensive platforms were stripped for the fleet, necessitating the abandonment of significant resource extraction capacity as indefensible.

Preferred location: P, T, R

What you expect to get from the humans at the treaty: It is the policy of the Trade Leagues that the future warmaking capacity of the humans and their allies must be destroyed and that restitution must be provided, on humanitarian grounds, for the destroyed Trade Dreadnoughts. They struggle within the bounds of their formal power structure to delineate precise diplomatic stances, but their flamboyant emissary Trade Lord Vomyr has historically set his sights primarily against the enemy governments, not the enemy people.

Your faction's opinion on the orbiting races: Shunner. Themselves being not much of a coherent government until recently, the Koldaki feel it is up to the orbiting races to determine their relationships with the Conduit races on their own, so long as the Conduit races do not violate the natural rights of the orbiting races' people. There is no fundamental difference between an Orbital government and a Conduit government except in terms of capability, though this relative lack of power can justify being given less importance in pan-galactic institutions. They see no particular need to make any effort towards the Orbitals.

Opinion on the Assembly of Species role: Traditionalist. Historically, the Trade Leagues have viewed the Assembly of Species as an important but broadly powerless deliberative body much like their own system of government. The postwar Koldaki people have much more respect for the notion of the Assembly as a central bub for a grand brotherhood of species, a true successor to the Coalition, but this is not yet policy.
League Faction: Prosperity

Two rivals for your polity: The Heavenly Cacophony and Mandeville Hives
And Two Two Allies: The Communion of the Hollow Heresy and the International Harmony.
Conduit System:
Koldak​
Subsectors:
Poveste
Zhakhu
Hiflingr​
Fleets
Home Fleet​
1 Fleet Koldak​
Terran Front​
2 Fleets Terra
1 Fleet Magellan Station​
Paxillus Occupation Authority​
1 Fleet Ivy
2 Fleets Kudzu​
1 Fleet Gronk
1 Fleet Indriidae
1 Fleet Sulphide​
Armies
Home Armies​
1 Army Koldak
1 Army Colonies​
Paxillus Occupation Authority​
1 Army Ivy
2 Armies Kudzu
1 Army Oxalis
1 Army Clover
1 Army Goosefoot
1 Army Purslane
1 Army Henbit​
 
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Royal Palatinate of Gynnaire
Royal Palatinate of Gynnaire
Enlightened Neo-Absolutist Monarchy

Species: Gynnaire - Demure and skittish humanoids with thick and colorful coats of fur. Rarely any larger than 5 feet tall. Humans have identified them to look like Terran "Rats" due to their fur and long nose.

Drive: 7
All Hail the Promised Prince!

Domain: 7
As far the eye can see and deeper.

Military: 4
Quantity was the Quality we know

Technology: (Your polities tech levels.)
-Drive: 2 (Emotive Amplifications Net - the Palatinate maintains a complex socio-suggestive telecommunications network that was designed to advanced propaganda techniques enhance emotional responses in Gynnaire, such as loyalty to the true prince and fervor in war.)

-Domain: 2 (Advanced Modular Construction - the ornate preferences of the Gynnaire bely a true underlying genius - and that is the their tact for an extreme modularity in construction. There exists no part that cannot serve a dozen purposes nor fit in a dozen locations - and look beautiful too! Even as the war degraded the Palatinate 's aesthetics, their modularity remained.)

-Military: 2 (Arc Ground and Naval weaponry - the Palatinate did not invest heatedly in its military, but did maintain the sciences. Its Military prefers to use concentrated Arc Weapons - guns and cannons that fire concentrated beams of electricity that lash out across a battle space cutting metal and frying electronics alike.)

Flaws:


Recently liberated
The Palatinate was in the way. That's the truth of it. The Gynnaire spent most of the war fighting on their own soil, in their own cities, in their own homes. It was not till the wars end, with the Promised Prince having held the Gynnaire together through sheer force of will, when the last of the Terrans were expelled from the Palatinate by force of arms.
-3
Haves and Have Nots
Even before the war with the Terrans, the Palatinate was divided between those with, and those without. Gynnaire traditionally live in large family units, but those units are not equal within or without. The master of each Clan is far wealthier than any single member, and the most powerful clans are richer still. This divide has been enflamed by the all encompassing fires of the Hyperwar. This is furhter exasperated by the wide network of Orbitals who were forcibly uplifted into the Palatinate.
-1
Paranoid Intelligence
They should have seen this coming. The Old King, in his cowardice, had stymied the efforts to prepare for the terran advance. But That's not an excuse. The Kandant Society, the Security Service of the Palatinate, should have seen the invasion coming. But they were powerless. They could only watch as more than a decade of Terran opression stamped out the life of billions of Gynnaire. They should have seen this coming. They won't let it happen again. They will start with the Skitterlock loyalists. Root. Them. Out.
-2
Holdouts
When the Terrans murdered the old king and sent Prince Willowbane to ground, they installed a new monarch. A Traitorous pretender known as King Skitterlock. Though unpopular and demonized by the masses loyal to Prince Willowbane, the rightful heir to the Palatinate, he had more than a decade to establish a network of shadowy loyalists and staybehinds. Even Got Terran Protectors. King Skitterlock might be dead, his skull rotting on a pike outside the Palace, but those loyal to his traitorous house persist in the shadows of the Palatinate. They will have to be destroyed, lest they pose a threat to the state and Prince who was Promised.
-2
Spatial Fluctuations
The humans did something with out Conduit. Bastards. It isn't working right. Solar Sailoers have always talked about ghosts in space, but it really seems true now...
-1

Preferred location: K, F, P

Declarations:

What you expect to get from the humans at the treaty: Vengence! The complete and total dissolution of the Terran System, and the complete and total dissolution of their industries and arms, and the complete and total dissolution of their allies as well.

Your factions opinion on the orbiting races: Exploitor.

Opinion on the Assembly of Species role: Consolidator.

Two rivals for your polity:

The Heavenly Cacophony
- The Cacophony present a strategic rivalry that supersedes the Princes general amnesty for Coalition Allies. This is heightened by historical skirmishes, League Politics, and the disarray of the Cacophony's hierarchy which causes concern among the Grand Princes's court of Marshals. Kandant Society Agents regularly predict rogue military invasions by the Cacophony that never materialize.

The Yan Yaboath Arks
- The Arks present a strategic rivalry that supersedes the Princes General Amnesty for Coalition Allies. Gynnaire officials find the Yan Yaboath unpleasent and, frankly, covet their territories. The Gynnaire populace has seen hereto unfounded rumors of Yan Yabotah eating Gynnaire children become common inspite of evidence, further compelling an agressive goverment footing - asusming those rumors weren't created by the Kandant society for just that purpose.

And one ally: the Serene State of Olm
Though visually terrifying for many Gynnaire, the Olm have proven time and again the Palatinate's best friends. Gynnaire paradoxically don't find the Olm's pace nearly as frustrating as other species and particularly the Gynnaire tradition of using food in greetings has made friendship generally easy and long lasting.
Ally two:
> Charter investments in the Palatinate date back to its seizures of the Hyzerian Conduit. Owing to similar societal structures, lack of competitive interests, and then a long chain of sufficiently fulfilled contracts, fiscal ties between Treluk and Gynnaire financiers devised considerable interchange. Particularly, there was a group of Gynnaire technical experts and lay mechanists who lived on Royal Comission in the Charter. When the Hyperwar Came, and the Palatinate was overcome in a coup, the enclave of Gynnaire technical experts in the Charter argued, successful, that the language signed with the Palatinate meant the treaties were personal ties to the lineage of the Royal Family, which meant that the Charters financial institutions recognized Willowbane, not Skitterlock, as the rightful head of government. This was a major boon for the Loyalist's resources. The true Palatinate managed its debts well enough that it's not a subservient debtor to the Charter, but strong ties reinforce shared interests in the stability of the Willowbane Monarchy and the Charter's investments and ambitions

League Faction: Hierarchy

Description:

They called my people vermin. But now it is they who scatter beneath my feet.

- Grand Prince Shar-a Hyg'illan / Grand Prince Wisp of Willowbane
Demure and skittish, the Humans nicknamed the Gynnaire "rats" - and that was one of the better names. The Gynnaire Palatinate is a considerable domain, with the Gynnaire pentient for large eusocial family groups teeming in grand cities built as much below ground as above. Despite what a clan structure may imply, the Gynnaire are an awefully hierarchical race, both within the clan strucutres and between them - but retain a strong degree of eusociality. Though not ideologically Doveish, the Gynnaire had nonetheless generally neglected their armed forces in the Conduit Age in favor of rapid expansion and fementing complex networks of personally loyalty to the monarch - an old trick of the first Palatinate Kings that secured their dominion over their homeworld of Helon. the Gynnaire were largely content - but too close to Terra.

When the Hyperwar began, the Gynnaire were in the way. Unwiling to become subservient to Sol, the old King walked a doomed path of appeasement with the Terrans - one that left him dead and most of the Palatinate under occupation under the weight of a military campaign they were simply unready for. It fell to the Grand Prince, whisked away by his loyalists in the Kandant Society, to rally the Gynnaire after the destruction of their military and keep the fight going.

He did.

Brutal bloody war followed. Empowered as the Divine heir to the Palatinate, the Prince commanded, and his subjects obeyed, throwing themselves at the Terran Warmachine with anything they could gather - ships, tanks, guns, bombs, rocks. It was a brutal war that extracted a brutal toll. Years of war across the breadth of the Gynnarie space that lasted nearly the entire conflict. Held together by the force of will of Grand Prince Willowbane, the advance of the Coalition and collapse of the Terrans marked an silence of the guns that the Gynnaire had not known in years - and a Grand Prince who was just short of god for many of his kind - but not all.

A small portion of the Palatinate remains loyal to the Terran backed usuper. The illegitimate King Nhas Tor Komahda (Echos within Skitterlock) rejected by most of the Gynnaire and government nonetheless has his loyalists, even as his head rots on a pike outside the Imperial Palace...



ADDENUM ON PALATINATE HISTORY
The Palatine has a surprisingly advanced base of technology, despite years of war and toil. Gynnaire eye for aesthetic has guaranteed a surprising level of ornate beauty across its designs - but popular image caused by terran propaganda and wartime necessity will often portray the Gynnaire as using cobbled together scrap for laserguns.

The Palatinate actually encompasses more than just the Gynnaire, who are the current hegemons of their conduit. The Gynnaire Kings have had no compulsion against exploiting Orbital species by bringing them into the Royal Fold, never quite as equal as the Gynnaire but more than secondary citizens. Their Loyalties were split during the reign of the False King, with those who remained loyal to Willowbane now set to rise in status and influence. Those who were not will not be so lucky.

The Royal Palatinate founded its first extrasolar colony some six centuries before the start of the Hyperwar. An ambitious Orbital beneath the hegemony of a decaying Conduit species, their ambition won them not one, but twl humiliating military defeats at the hands of the still powerful Conduit masters, the Hyzear Co-Prosperity Sphere. This did not daunt the Gynnaire monarchs, as despite the defeats their core territory had never come under occupation and through their growing industrial prowess they were set to outpace the decaying Co-Prosperity Sphere. Through an aggressive expansion strategy and an undaunted Imperial approach to other Orbitals, they slowly postured themselves to unseat the Prosperity Sphere. However, never a martial society, they needed help to make that usurpation a more than an economic probability byt dramatic affair.


It was about two centuries before the Hyperwar when the Co-Prosperity Government bumbled into the bad graces of the Imperial Ulvor Union, and the Palatine's chances changed. Opportunistic and now throughly outpacing the Prosperity Sphere in industrial might, the Gynnaire launched a series of small wars to seize important worlds from the Sphere. Unable to bring their ancient might to bare with the IUU staring down their border, thr Co-Prosperity Sphere collapse, and the Palatinate rose in its place, an staunch ally of the Union in the Assembly of Species but, conspicuously, never an equal. The Union held their help over the Palatinate for political and economic consessions - and the Gynnaire Kings never forgot it.


When those hairless apes from Terra began to Skirmish with the Union, the Gynnaire were initially pressured to help the Union deal with it. But sensing in the Union the same weakness that destroyed the Co-Prosperity Sphere, the King Koas Har'la Fonnalos [Echo of the Mindseye] opened the Palatinate's factories to mankind. Wealth flowed in. The Union was brought low. The Palatinate grew in prominence.


And then the Terran Warmachine -built in part with Gynnaire investment- didn't stop spinning.

**ROYAL PALATINATE OF GYNNAIRE**



**Capital & Gynnaire Homeworld: Helon Sector**
3 Fleets, 2 Armies

**Conduit Sector: Hyzear Sector**
2 Fleet 2 Armies

**Khurßaeka Sector**
1 Fleet 2 Armies

**Citann Sector**
1 Fleet 2 Armies

**Vunduce Sector**
1 Fleet 2 Armies


---Forces outside the Palatinate---
Yutkark Occupation Ensign
Grand Marshal Drecha Ni Charcason (Flinch by Watersedge)
3 Fleets, 2 Armies
Sulphide

Coalition Service Ensign
Grand Marshal Raes Ni Roeafeal (Light By Littletree)
3 Fleets, 2 Army
Sol
 
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Children of the Precursors
The Universal Fraternity of the Children of the Precursors


Government: Zane-Theocratic with Democratic elements(and held leadership of the Fraternity as a whole)
Tierien -Monarchical
Xanolac - Democratic
Rante - Communist

Currently officially lead by Zane, given none of them are older than five the real control the have is... doubted by other races
Leader: They've love to have one! (several Zane are promoted by various factions as leaders, but since official rules state that priesthood cannot be entered into until the twelve year, none are formally priests)

Species: Zane- Primary species caste of priest/scientists, thought not the engineers. Hermaphrodite species with a set of long arms and 'delicate' build , got genocided by a human virus. Few kids from stored DNA are all that's left.

Tierien - Humanoid looking species, acted as Merchants-shippers in the Caste system.

Xanolac- Insectoid species. Governed heavier space based construction, such as stations and major constructions. Due to odd caste rules, also controlled a significant portion of the heavier combat ships.

Rante- Larger species described by humans as 'elephant-clams' with dedicated tentacles for both fine and heavy manipulation. In charge of approval of zoning for planetary colonization.

Drive: 2 (1 free points)
Domain: 6 (5 free points)
Military: 9 (3 free, 5 flaw points)
Technology:
-Drive: 1 (no points): any tech they had here was lost in the genocide of the Zane, while this genocide may have halted new research in other fields, the principles and engineering was more widely disseminated
-Domain: 3 (2 flaw points): Advanced Genetic/biological Engineering, both for species creation, terraforming and even self modification. The fact that one of the most advanced geneticist species in the Galaxy was wiped out by a plague has led to speculation (™)
-Military: 2 (1 Flaw points): Zane shielding is based on precursor knowledge, while not up to that level, it is still considered impressive
Player League: Hierarchy


Flaws: (8 total)
Caste System: The Universal Fraternity was founded by the Zane, who, after discovering several precursor data caches, managed to uplift themselves, and following that became uplift other species in what some might call a bit of an imperialism.

Mass Climatological Collapse: 'Operation GodFall', was the first attempt to bring the Fraternity to heel, using mass asteroid drops on planets that successfully rebelled as well as untaken systems, leading to mass bio-system collapse.

Political Gridlock: With their political caste destroyed, the 'guides' of the Fraternity now consist of several Zane children created via use of the DNA on artificial wombs, the eldest of them around five years. Nearly all the races of the Zane have helped to sponsor and foster at least one new guide, and which one is in charge is…. controversial.

Destroyed Conduit: In one, last desperate attempt, "the herdsman" an infamous HADES squad commander, led a black ops mission to destroy one of the Fraternities conduit's, a mission that succeeded, and added one more devastated world to humanity's tally. While it would delay Zane retaliation, it would not stop them.

Preferred location: V, M, E

Declarations:

Humanities plan for the The Universal Fraternity was, in theory a good one, simply usurp the Zane as the dominant species, and keep it's hierarchy. It might have worked, if they could have shown any of the other species any respect. While the Zane were always conscious of keeping the rest happy, humanity expected to be obeyed, leading to mass rebellions. When faced with this, and unable to muster their full forces from other fronts, Hades Squad was sent in, to do what was needed. Ultimately this cumulated with the genocide of the Zane via a created plague,

Ironically in the immediate war, this proved to be a very short-lived victory. The Zane, once controversial and not approved of by other castes, became martyrs who could do no wrong. Their controversies were forgotten, and a symbol to rally around with one goal, to drive back the humans who had killed their beloved spiritual guides and ruined their worlds. Fierce and fanatic combat typified the later stages of the war, though thanks to delays from Hades Squad the Fraternity did not enter the war proper until it's later stages and has a more intact fleet from it

What you expect to get from the humans at the treaty: All participating members of Hades Squad extradited, along with anyone giving orders. (that Hades Squad is not here and earth can't is a detail… they may not entirely understand or choose to understand)


Opinions
Assembly-Consolidator
: The strength of the galaxy was able to defeat the human menace yet it was the bickering between the supposed equals that ensured the Coalition took longer to win. If the Assembly could be reorganized a select few or even one proper leader could provide leadership to the galaxy stopping the rise of any future human style threats from emerging. What exactly this set up would look like is open for debate among even the consolidator faction yet the idea has grown traction during the Hyper War.

Orbital- Uplifter: Why your people seek to bring less advanced races into the fold before they can naturally reach it themselves could be for a number of reasons, altruism being the most common. Uplifting of races however is a dangerous prospect, humanity being given numerous aid to unseat the Ulvorians which led to the destruction of the Hyper War.

(note these are their official stances pre Zane-genocide, currently while they are officially uplifted, they are having enough trouble holding themselves together)


Two rivals for your polity:
The Charter - They hold the Klideu'k in bondage through debt
The Holy Remnant -
You of all should understand the need for communication and peace

And two allys:
Klideu'k Sphere-Host- A species targeted for genocide, that the rest of the galactic community still excludes them is a abomination
The Maxifun Omniconglomerate -
Imagine what they could accomplish with longer lives

League Faction: Neutral

DIVISIONAL DEPLOYMENTS - In progress

  • The Children
    • The Holy Guard of the Fraternal land
      • 1 Fleet
      • 3 Armies
  • The Gronk front
    • The Armies of the Zane's Forgive our failure
      • 8 Fleets
      • 3 Armies
  • FRONT SOL
    • The divine retribution for the Zane
      • 3 Fleets
      • 6 Armies
 
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The International Harmony
The International Harmony
(Full: the International Harmony of Collective Emancipation)
(More commonly: the Harmony of Masks)

"When you free one soul from bondage, you have saved a world - and when you condemn one soul to chains, you have locked away a universe."

Basic Statblock
Drive: 3 (Tech 1)
Military: 5 (Tech 3)
Domain: 7 (Tech 1)
Flaws: Coming Out of the Shell, Refugee Crisis
Freedom, Consolidator, Uplifter
Claims: Q>R>H

Executive Summary: Collectivist otters saw actual existing aliens as the Hoarders out of their old political nightmares and cut themselves off from outsiders, turning into a garrison state devoted to maintaining their independence from a fallen galaxy. The Hyperwar upended their isolation and its assumptions, and now they're wrestling with their own contradictions as they try to bring emancipation and enlightenment to their orbital neighbors while keeping the conduits safe from the next would-be galactic hegemon.

Species & General History

"The collective will of the emancipated chooses to:
1. Restrict the transit of all outsiders to the legal minimum allowed by the Assembly of Species. [...]
4. Secure our radiosphere from observation by parties hostile or unknown. [...]
7. Establish the Ministry of Antithesis to study and restrict general knowledge of the galaxy beyond emancipation. [...]
12. Charge certain classified organizations with studying the technological capabilities and military intentions of galactic powers [...]"

-- from the Motion of Isolation

The International Harmony of Collective Emancipation is the product of the Lutrirulo Sarkany, who are still by far its dominant species. Resembling otters or other mustelids, they are lean, sinewy omnivores best adapted to living in littoral areas of earthlike planets on both sides of the shoreline, with visually striking aquaculture cultivating kelps, algae, and shellfish and a habit for building soaring towers with underwater foundations (and, in denser constructions, joining them together with arching bridge-wings far above the water).

Sarkany modernity saw weaker than usual pressures towards centralization for a variety of cultural and physical factors, and three world wars between increasingly ideologically-sorted blocs. The International Harmony emerged as one of those blocs during the second world war, which saw the world divided between them and a traditionalist-aristocratic league following the defeat of a commerce-focused bloc knit together by megacorporations and trade judges; they then won commanding position in the cold war that followed and purged the aristocrats in the Liberation War.

It was this unified but eclectic Harmony which oversaw the Sarkany's expansion into space and their technological maturity, and ultimately the construction of their Conduit. Meeting the galactic community dominated by the Ulvor was a shock. Between the Liberation War and Conduit Day, many Sarkany had come to believe that no species could reach space, much less survive modernity and build a conduit, without embracing something like their own collectivism. The discovery that many instead resembled the most abusive 'Hoarders' out of their old history books (and propaganda) turned that half-serious belief into a collective psychic trauma.

Within a year of Conduit Day, the International Harmony approved the Motion of Isolation and established a strict quarantine between their space and the rest of the galaxy with only precisely metered exceptions. Rents could be collected from travellers through the conduit, but remaining in any space claimed by the Harmony was met with rapidly escalating threats and use of force. Outsiders came to refer to the isolation cordon practices as the Black Curtain after a popular Ulvor wit's description of it and the rigorous anti-SIGINT methods it entailed. Within a few more years, Harmony intelligence had concluded that their isolation would inevitably be met with violence from foreign thieves, and all Harmony policy began to revolve around ensuring independence from Hoarders. The original threat case was mostly built around invasion by the Imperial Ulvor Union; later the Combined Euphrates Command would become the focus, and shortly before they joined the war the Paxillus became an increasing focus.

Sarkany belief, based on their three world wars and a certain overreaction to their splintered politics, was that disunity was the greatest disadvantage in war whether it ran hot or cold. Centralization of power soared as the Harmony shifted from being a coordinating power overseeing many member states to an increasingly directorial role responsible for all "foreign policy and independence operations." Early curiosities about technological wonders from elsewhere in the galaxy were all shunted aside in favor of military research. It was good to die free, but better to make someone else die for your freedom.

There had been, in truth, a long process of hollowing out the ideals that had once inspired the Harmony, and it started long before the Motion of Isolation. The trappings forged earnestly and in blood by dreamers, reformers, conquerors and revolutionaries across its many member states got wrapped around most of a century's worth of cold war imperialism, and the Unification Era saw them draped instead over the vanities and influence games of jealous institutional bureaucracies, the ministerial families spread across them, and unofficial syndicates. But the Isolation Era brought a new level of vicious contradiction to the Harmony as internal security became an obsession and external security something like a religion.

The Hyperwar threw off every calculation and assumption involved. It was too big, too total, and too not about the Harmony. At first there was an effort by some to just stay out of it; the CEC hadn't gotten around to directly attacking the Harmony yet, so why borrow trouble when every threat case was going to war with every other one? The rapid expansion of the Paxillus threat nearby supplied part of the reason to care; a quiet regime change rippled through the Harmony with a series of arrests and demotions supplied the rest as the military and internal security apparatus threw their weight behind a more interventionist, aggressive response; going to fight the Paxillus and the Humans in someone else's space instead of waiting until it was Sarkany planets being scarred.

This pattern, of military necessity and innovation alike driving surprising bouts of empathy and opening up, would continue throughout the war and send ever-messier waves through cloistered Harmony society, including their formal joining of the Coalition in Year 6 and their first direct deployment to a front involving neither their local neighborhood nor the Paxillus when their ships arrived in the second wave of the Battle of Triton. The Motion of Isolation was formally repealed in Year 10 of the Hyperwar. The new Motion of Symphony passed last year.

Skipping more detail here because I'm starting to run on and wax encyclopedic, but I've got the core beats down. Harmony refugee populations now include at least a dozen species and more cultures. Two species-blocs are of particular note, both for their success at integrating into the Harmony and for what they represent about the changes coming to it:

The Karka Oz are a phenotypically similar race of wolverine-like exiles who see the Sarkany as their fey, elven counterparts and who were the original orbital hegemons of the sector now called Goosefoot. They don't maintain any claim to the territory, though it still has some emotional significance to their history; they split off from the Karka Mot who were their homeworld's dominant culture as a splinter society dedicated to radical transkarkanism and living in space, achieved hegemony as a nomadic war-fleet, and then were driven off by the arrival of the Paxillus. As far as anyone knows, the Karka Mot were entirely wiped out by the horde. The Oz universally shave their fur and cover themselves with cybernetics, tattoos, and other body modification.

The Karka Oz fleet won member-state status in the Harmony during the third phase of the Hyperwar, the first and so far only majority-non-Sarkany state to do so. Their peculiar blend of military and democratic traditions is impenetrable for most outsiders to interpret but has proven accommodating to immigrants, and has allowed other refugee populations significant voice inside the fleet while maintaining the predominance of Karka Oz practices and interests. The fleet is increasingly the home of technological experimentation inside the Harmony; the Karka Oz are comfortable with most Harmony practices but fundamentally committed to innovation and change in a way that is no longer consumed by the war effort.

The Ruhamoli are the slow-breeding fae lithoid heirs to an ancient, crepuscular empire turned Ulvor client state who built the conduit at the center of what is now Kudzu. The very model of a stagnant, backsliding conduit race exploiting its central position to extract trade concessions from their orbitals, their civilization was shattered and decimated by the re-emergence of the Paxillus. Some of those who escaped did so on Karka Oz packships, and followed them to the Harmony; over the closing years of the twilight phase of the Hyperwar most of the rest of the Ruhamoli diaspora has traveled to Harmony space to rejoin them.

Their old imperium is repugnant to the Harmony, the very image of the Hoarders Outside that saw the Black Curtain pulled firmly shut, and the Harmony actively refuses to exercise any claim in its name. The community now sheltering under the Harmony's wing have complicated feelings about it; their politicians are quiet and viciously cross-pressured but their artists and intellectuals are increasingly loud, popular figures inside the Harmony (and especially its refugee population). The Ruhamoli are the voice of contradiction knocking on the Harmony's door - blunt about their host's own imperial excesses, impatient with its socioeconomic orthodoxies, and too proud to entirely conform in the name of being accepted, but with a wealth of old resources and information that make them hard to ignore.

Drive Stat & Technologies

"Stars, but they're gorgeous. And loud. I can't ever really translate for someone else the feeling of going behind the Black Curtain for the first time and watching all their feeds start to hit our comms. We knew from liaison ops with their fleet that they were these like, slender amphibious Karka-likes, but the military culture is so sardonic and dry compared to the rest of them. The Polyphony is full of shouting and crying and singing and laughing and so, so, so many arguments.

Sometimes we call them the Karka Tenger, the Sea Karka. The Brine. That's what it felt like. Diving into the deepest blackest sea and emerging into a hidden world full of light and intoxication and beautiful, fickle cousins we never knew we had."

-- Flight Commander Irakli 301:13, Karka Oz syndic & historian

The Harmony's socioeconomic system is aging and filled with legacy code, and the glue provided by an unending war effort is now rotting away. The siren call of their age-old ideals is stronger and more meaningful than it has been in centuries, but their status quo isn't rolling over without a fight, and that's without even getting into the sheer number of alien refugees or the question of their expressed interest in Uplift operations.

Still, this is an illness born of dynamism and new opportunities more than locked-down flaws they can never overcome. Old ministerial families, Harmony polemarchs, celebrity news anchors, old-line member states and starry-eyed new alien refugees are fighting viciously for influence as centuries of foreign ideas and technologies flood into Harmony space all at once, but it's anyone's guess which influences will sink and which will swim.

Drive 1: Harmony Bureaucracies & the Polyphony
Though their unchecked power, blinding degrees of internal stratification, and other imperial excesses are part of what the Harmony is struggling with, Harmony bureaucrats have high-status, dynamic, sought-after jobs which they are undeniably good at. They have tracked, managed, and organized everything imaginable at some point in the past several centuries and they take pride in it. The Symphonic Era is bringing an unprecedented reshuffling of their practices and arrangement but they will never stop caring about what they do.

Despite their regimented reputation, the Harmony never entirely quieted their expansive media landscape, which merged emotional, dramatic state propaganda with a wide social internet they call the Polyphony. Though content and participation restrictions seem incredibly high to many outsiders, it is a rich web of culture, reference, and influence that has sustained an ability to marshall collective sentiment and steer society's preferences.

Military Stat & Technologies

"Flare out. Weapons hot. Estimated enemy spore-tonnage 13k. Estimated backup zero. Situation excellent. I am drawing aggro."
-- Synergist Defies Reaction
during successful escort mission, Hyperwar 11.

The Harmony's military has eaten first from every table for almost two centuries, with everyone else sacrificing to ensure they have what it takes to hold off the Outside (whether they were the Ulvor, the Humans, or the Paxillus). Officially the Collective Liberation Force, a subset of the international bureaucracy of the Harmony that acts as a combat command for forces generated by Harmony member states, most practical decisionmaking is now firmly in CLF hands.

Harmony veterancy has been shredded by their final push into the roots of the Paxillus infestation and by the need to support operations both there and supporting allies at other fronts. Volunteer battalions with unprecedented numbers of non-Sarkany soldiers and experiments in using drones as main combatants have kept the force structure filled out and even growing as combat performance and expertise suffer; this is dramatically more pronounced in army units, who have been taking the brunt of the final phase of the war.

Military 1: Exosuits & Advanced Cybernetics
Exosuits have a long history among the Sarkany, and also among the Karka, for whom it ran together with their extreme cultural transkarkanist enthusiasm for body modification. Harmony spacesuits are lovingly maintained and recieve more societal investment than in many peer races, and all military personnel have a considerable amount of cybernetic enhancement to suit their occupational specialty. As the Harmony reinvents itself as a multi-species organization they have leaned into the anonymizing universal imagery of the retro rounded-plate space helmet.

Military 2: Semi-Autonomous Kill Vehicles & the Local Tacnet
The signature Harmony long range fire is the SKV, a hybrid drone-missile that can be deployed from far-off artillery carriers with enough loiter and semi-independent operation capabilities to leave final targeting decisions in the hands of small unit leaders at the front and operate for a time as suicidally enthusiastic local aerospace support. Much of the technological innovation making this not just possible but practical is not in the SKV itself so much as the hyper-efficient local tactical communication nets that connect them to their operators; the SKV is significantly "dumber" midflight then when it is connected to squad level computers or the artillery carrier mother node. The local tacnet generally makes rapid and surprisingly detail-dense communication effective for local units generally, giving them effective live minimapping and rich SIGINT capabilities.

Military 3: All-Domain Stealth Manifolds & the Flare
Once a philosophical or emotional desire and then an increasingly practical necessity for combatting Paxillus hordes, the Harmony's stealth technology is a mature complex of many overlapping tools and capabilities rivaled by few in the galaxy; they maintain that the best human stealth tech was stolen from them, though this is a questionable assertion. In many cases it borders on the power of illusion within the specific domains of war and concealment; the arsenal includes spoofing, counter-emissions, and lures along with tricks for running silent and undetected. Most distinctive is "the Flare," the sudden switch from running silent to a ruinous ECM explosion over all enemy domains of perception that comes with a great burst of light and noise and static as their units move into rapid assault.

Domain Stat & Technologies

"The surprise cultural hit of the quarter in the Ulvor successor states is The Dance of Factors, a Ruhamoli opera produced by a multispecies studio in Harmony space that lets operagoers play and feel through the career of a mid-level factor agent on a Sarkany colony world as the Hyperwar begins. It's been almost eight years since any new Ruhamoli operas have been produced at all, and the combination of their familiar addictive immersion with the inside look at Harmony society has proven irresistable to local consumers. The infatuation doesn't entirely seem to be shared, as so far several efforts by Ulvor artists to get export licenses for Harmony space have been denied by the Ministry of Antithesis..."

The Harmony have not stood still since the shock of Conduit Day, and their expansion through the rest of their sector has continued through to the present. Their current economic success stands on the back of being one of the polities whose industrial base was least directly hurt by the Hyperwar, and while some reconstruction is underway its chief challenge is the sheer number of refugees they are trying to accommodate.

Domain 1: The Dance of Factors & Ruhamoli Opera
The Harmony economic system is almost entirely state-run at a philosophical level but riotously diverse beneath the surface, as befits an area where member-state authority has surrendered the least to central Harmony standards. The many layers of interdependence, experimentation, and received wisdom that keep its balance runs back at least as far as the second Sarkany world war, and is referred to broadly as 'the Dance of Factors' (which can alternately be a synonym for "the nonstrategic sectors," "economic practices," or "the career path of Factor agents"). It is the backbone of the Harmony's ongoing expansion and past ability to sustain the Hyperwar. While not especially distinctive from the conduit race baseline in most ways, it features especially intuitive, fluid, and algorithmically-aided data visualization and charts, as well as unusually extensive use in commercial and even small-scale industry of exosuits or other external prosthetics, personal cyberware, robotics, and communication networks.

It is, perhaps ironically, the Ruhamoli who have been the most valuable inheritance for the Sarkany when it comes to dealing with other species; their deep artistic canon and its distinctive associated sensory immersion is familiar and charismatic to many in the region and across the galaxy, and brings with it a web of connections, understandings, and shared metaphors which have proven essential to dealing with the riotously diverse refugee population inside the state and communicating clearly outside it. It is also at a base level one of the Harmony's most valuable exports.

Flaws

"Unidentified vessel, this is Perihelion Brings Clarity. Your current trajectory will take you into space that the International Harmony has declared off-limits to nonmilitary vessels. Please adjust course to match ours and prepare for inspection. If you wish to seek asylum, you must state your intent within the next twenty minutes or this interception will grow kinetically complex."

Coming Out of the Shell: The Black Curtain Falls
Harmony society is still overwhelmingly Sarkany society, and they are not used to dealing with outsiders. The end of the Motion of Isolation has exposed Sarkany without security clearances to more information about, . The presence of refugees - both those who are "guests of the Harmony" and those who have obtained citizenship as part of the Karka Oz Fleet - means that people have personal relationships with aliens in a way that would be unthinkable a generation ago and many still reflexively view as scandalous.

Politics, culture, perspective and ideology are at the forefront of the Harmony's struggle to come out of the shell. The security services are generally more comfortable with aliens and the outside, though that doesn't always mean positive views. Home front centers of power - ministerial families, local cultural groups, member state governments (especially those who never expanded off the homeworld) - tend to be loci of implicit or explicit xenophobic resistance.

Refugee Crisis: The Deluge
The Harmony's limited success at holding off the Paxillus and the New History Organization made them a destination for refugees - at first a few desperate convoys who dared the Black Curtain because nothing was worse than death, then a steadily increasing rain of the homeless and distraught as it became clear that the Harmony was not turning people away. At some point the military began actively seeking out and protecting refugees without ever quite getting explicit authorization for it. Now they have another whole civilization's worth of people washing around in space with at least a dozen civilizations worth of culture to go with them.

Dealing with these populations has driven some of the most vicious political disputes in the Harmony's history, though pro-integration (for certain values of integration) forces are the current ruling regime.

Inconveniently several refugee cultures, most prominently the Ruhamoli and more indirectly the Karka Oz, disagree with elements of Harmony political orthodoxy - most prominently the total collapse of religion in the Harmony sphere, its Sarkany chauvinism, its imperial qualities, its economic system, and the often theoretical nature of its democracy.

Politics

"Mosaic Station today welcomes a new component sector, this one built by the International Harmony of Collective Emancipation! Infamous for maintaining one of the smallest embassies on record, exceeded chiefly by the Kazed and the Olm, the Harmony are now adding seventeen times the cubic space and hundreds of staff as part of their ongoing integration into the Coalition. Their diplomats tell us that they are converting their old station into a museum dedicated to the civilizations lost to the Paxillus..."

What you expect to get from the humans at the treaty?
  1. Preservation and dissemination of all records related to the Paxillus, especially regarding their origin and manipulation by the CEC.
  2. Preservation and dissemination of all CEC & NHO diplomatic correspondence, intelligence archives, military documents, and other political or otherwise classified information of historical import.
  3. Preservation and dissemination of all records related to CEC espionage in Harmony territories, especially regarding technology transfer.
  4. Donation to the Paxillus Containment Authority* of all CEC technologies related to containing or manipulating the Paxillus.
  5. Technology transfer reparations regarding various economic and productive technologies.
  6. Strict exposition trials clearly documenting and prosecuting the war crimes and oppression of the CEC.
  7. Strict organizing restrictions on human political groups advocating revanchism, apologism, and supremacism.
  8. Strict political reconstruction of human society under Assembly supervision.
  9. Opening of all political and research institutions connected to the New History Organization to inspectors at any time to ensure total compliance with other points.
  10. Cooperation from all security organizations operating within former NHO territories to ensure total compliance with other points.
(*Proposed coordinating board slash alliance between polities enforcing the quarantine of the Paxillus.)

What political League? Freedom

To some extent, this is a marriage of convenience: all the other leagues are much worse fits. Maybe they end up here because they unquestionably talk like the Freedom League, and in politics sometimes that matters.

But Freedom also rhymes most closely with the Harmony's old ideals and their determination to leave a better galaxy for the next new conduit race to discover than what they were confronted with, and it speaks to the guarantees they have tried to keep with their citizens even when everything else goes wrong. They are in Freedom because they want to be, and it speaks to who they think they are.

What role for the Assembly of Species? Consolidator

For all their mixed to negative feelings about the Ulvor empire on the whole, the Harmony have a weirdly intense fascination with Emperor Ushta and his role in fighting back the Xalon (who the Harmony often connect, metaphorically or otherwise, to the Paxillus). They see their role now as to continue the forward march of productive synthesis, iterating the Assembly towards a more structured state that will better resist the next revisionist invasion.

What opinion of the orbital species? Uplifter

While there are "strategically convenient" subtexts that color the shift over the course of the Hyperwar from a historical shunner opinion to the Harmony's now firm commitment to Uplift, it is also at this point socially untenable to be truly hypocritical on the matter or to be less than committed to the project. The majority of refugee populations inside Harmony space are from orbital civilizations, and the Karka Oz member state is led by orbitals, and the dream of helping others avoid dark fates has caught fire in the entire Harmony imaginary.

Allies & Rivals

Ally: The Minzotl Co-Prosperity Sphere

Sometimes it's easier to make your first foreign alliance if you do it entirely via the CIA.

Ally: The Koldaki Trade Leagues

exosuit bros

Rival: The Charter of Revered Clans

The International Harmony's first contact was with the Chartered Clans. Their cultural assumptions did not mesh well, and the subsequent dark comedy of manners and trade propositions turned a few short months into century's worth of parody, criticism, and historiographical debates. It was Charter traders who were the first to be turned back by the drawing of the Black Curtain, and the Charter were the last northern power that the Harmony made contact with in the course of joining the Coalition.

Warring together against the Paxillus proved both a balm and an irritant; efficiency and pragmatism with conduit jumps meant both that the Charter several times helped defend Lupsuden Lopu (to keep the damage away from their own space) and later traveled through it for the later push into and conquest of Paxillus space, but many Harmony forces have negative feelings about how those battles went - both out of a sense the Charter saw them as mercenary ablative armor for Lowain, and out of a disdain for the Charter's low-quality, extreme-volume approach to warfare. They now painstakingly share operations space across the former Paxillus Community largely by dividing theaters of responsibility and filing a lot of memos about "in future negotiations..." Relations remain functional but icy, with a built up psychic pressure that may found outlets of its own if one isn't found.

Rival: The Antaran Imperial Sovereignty

H A R M O N Y [POTATO] — Today at 8:24 PM
i think i'm too wiped from having a Day to actually write out the long thing but i've settled on the Antaran Sovereignty as my other rival
H A R M O N Y [POTATO] — Today at 8:24 PM
foul seducers of hierarchy, fooling perfectly healthy civilizations into thinking hierarchy is cool if it's nice and pretty


Deployments
  • Sol: 2 fleets, 2 armies
  • Indriidae:1 fleet, 3 armies
    • Mirza: 1 fleet, 2 armies
  • Kudzu: 2 fleets, 2 armies
    • Clover: 1 fleet, 1 army
    • Goosefoot: 1 fleet, 1 army
    • Henbit: 1 fleet, 1 army
    • Oxalis: 1 fleet, 1 army
    • Purslane: 1 fleet, 1 army
  • Lapsuden Lopu: 3 fleets
 
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Hives of the Mandeville.
Polity name: The Nobel and storied hives of the Mandeville.
Species:
From the CEC Encyclopaedia of the Galaxy and the Creatures which inhabit it
The Hives of the Mandeville are a eusocial race hailing from the tropical world of Cornucopia. The species is an insectoid race which is divided into a number of classes. While many outsiders consider think classes different species the morphological differences are believed to arise from the differening amounts of Royal jelly given to larva. The greater the quantity imbibed the larger and more intelligent the creature will grow up to be. The three primary castes (there is a dizzying array of sub classes and niche cases are as follows) :

Drones (also referred to as serfs, levies and dulls) make up the vast majority of the Mandeville race they received little to no royal jelly during the larva stage and as such are the smallest and least intelligent of their kind. They carry out the vast array of menial tasks needed in the hives and form the back bone of the vast mandville armies and armadas in times of war. Their lives are view as entirely expendable by their supreriors in the hives and this is a view they largely share; or as they are believed to share as there is still some argument as to whether they are entirely sentient. These Drones cannot reproduce.

Knights make up the officer class of the hives. They carry out interim rolls such as running production within the hive factories, leading armies and working as artisans. That said due to the militarisation of Mandeville society it is mostly their role as warriors they are known for. They werve given small quantities of royal jelly during their larval stage. Their intelgience allows them to be trusted in limited independant action and they are known to have personal ambitions. They can reproduce in extremis but mostly do not, or are not allowed.

Royals are the commanders of the Mandiville race. With only a small handful per hive these are the generals, scientistrs and commanders of the race. They're intelgience outstrips their kin and they are the longest (relatively) lived of the species. These provide the vast majority of eggs which supports the mindboggoling speed of growth their species enjoys.

The chittering hordes of the Mandiville are known for their huge numbers and their divergence from much of the rest of the galaxy in their morals. Due to the species having such short lives they view anything which can grant someone a form of immortality like a great work, fine craftsmanship or glory in conflict as a good. The species cares next to nothing for the individual, even the highest ranking royals, and thus views war as something nobel and indeed desirable. The constant issues with overpopulation results in skirmishes or full scale wars between hives (the socail unit of the race) for food, territory and honour. These wars see mindboggling casualties but are viewed by the race as expected and Knights and Royals are always suprised to find other races dont share their views about conflict. As such where the poltical Landscape of the species dose not allow, or a suitable quest has been called many questing fleets led by knights seeking to make their names move into the space of neighbouring species to search for the object of their quest, loot or just seek a fight.

The overarching polity of the species, the High Council and the Prime Hive hold limited control at the best of times over the race. They try to maintain their treaties but the bellicose houses and hives oft do what they want.

CEC fleets have so far managed to meaningfully penetrate Mandeville space. The immense defensive fortifications constructed along the line of contact and the seemingly infitie stream of fleets emanating from the Mandeville territory have blunted all efforts to take anything but outlying worlds. Equally due to the relative inefficiency and low technology of Mandeville troops they have struggle to advance into our territory. The front has been bloody and exhausting; the Mandeville appear to enjoy this stalemate.

Stats
Drive: 3
Most species look at the Mandeville and see a teetering nation on the edge of collapse but the Mandeville view their race as perfectly stable, indeed they view themselves as going through something of a golden age thanks too the wars which have racked the galaxy. The constant internecine warring, incoherent policy making and chaos of the situation belies a system which beleives that is ideal.
Domain:10 The Hives of the Mandeville are (if counted as a cohesive polity) likely the largest in the galaxy. This is becuase of the truly predigious rate of growth of the population and their ceaseless industry. Where ever the Mandeville go their great hive cities and hive arcologies are soo raised. From the fettid swaps of the moons of Schump to the frigid asteroids of the belt of jewels they are indomitable colonsiers. This has resulted in something of an excess of population which informs much of their remaining policies.
Military: 5 While by far not the worst military given the near total focus of their species towards it the Mandeville are a race not known for the standout competency. Given the short life span of their race a vetran is a commander with a few years of experince at most. Additionally Mandeville do not really care about the fighting qualities of indivudal troops or even units

Technology: (Your polities tech levels.)
-Drive: 1
-Domain: 3 (Quasi Discrete Mathematical Optimisation: the minds of the Mandeville Knights and Royals are uniquely suited to the study of mathematics and management. They have evolved to direct huge numbers of their fellows in complex construction processes for millions of years. This evolutionary experience has resulted in a race with a deep and total understanding of how to build. As such the construction yards and factory hives of the Mandeville are the most productive in the galaxy. Due to desire of the Mandeville to produce megastructures to perpetuate themselves through it they have become remarkably adept at macro engineering. It is joked that you could order a battleship from a Mandeville yard in the time it would take a assembly bearuacrat to read a form.)
-Military: 2 (Standard Templates Weapons: the Mandeville War machine employ's iterative standardised template. Due to mathematical rigor of the Mandeville these weapons, tanks and ships have been optimised within an inch of their lives for performance and cost. The endless fleets of the Mandeville have given many other species pause.)

Player League: Hirearchy (weak)

Flaws: 9
Mayflies: A short lived race
Paranoid Intelligence Institutions: The constant internicine conflicts between the hives have left the watchers a bit too vigilent.
Rogue Military: The central council and the prime hive has very very limited control over the activies of the hives and their questing fleets
Restless Warriors: Too the mandiville war is an end in itself, this has predictable results.
Ethnic Tension: Conflict between hives as discussed is the baseblock of the mandeville society and is viewed internally as the source of its greatness
Caste System: The biological caste system of the species results in a small number, if highly competent, of royals and knights doing many key roles.

Preferred location: conduits B,C,f

Declarations:

What you expect to get from the humans at the treaty:
Food, the mandiville always need more food, though given the wonderful time they had in the war. It being the greatest conflict seen in centuries the Mandiville are very postively dispossed towards the humans seeing them as a wonderful enemy. While they understand that the reason would not be accceptable the High council is greatly opposed to any onerous conditions. That said they are intrested in securing technolgy and industrial machinery from the humans, aware of their own lack in this area.

Your factions opinion on the orbiting races: Uplifter by uplfiting and helping younger races we creating more people to fight in future. Kindess is its own reward.

Opinion on the Assembly of Species role: Filibuster the mandiville believe a happy galaxy is a chatotic and wartorn galaxy. They find efforts to create peace and stagnation want to just doom the galaxy to forgetful medioricty and stagnation.

Two rivals for your polity: (Note, these will be picked after apps are selected.)
And one ally: (Note, these will be picked after apps are selected.)
League Faction: filibuster

Deployments:

9 Fleet 7 Armies [Human Space]
-7 fleets 5 Armies in Sol (Prime Hive & lesser hive levies)
-Duke Green 1 Fleet, 1 Army Rossette occupation
-Duke Yellow 1 Fleet, 1 Army Rico]

3 fleets, 2 Armies [Gronk Space]
- Count White 3 Fleet 1 Armies Gronk invasion fleet
- Duke Blue 1 Army Grank Questing fleet

1 Fleet 1 Army [Ikita space]
-Duke Grey 1 Fleet 1 Army Phaner Questing fleet

2 Fleet 3 Army [Yutkark space]
-Duke Yellow&Organge 1 Fleet 1 Army Oxide Questing Fleet
-Count Black 1 Fleet 2 Armies Sulphide Invasion fleet

1 Fleet 1 Armies [Palixus Space]
-Duke Pink 1 Fleet 1 Army Kuduz Questing Fleet

4 Fleets 6 Armies Home [myriad house forces]
 
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Species: There are Numerous species within the Iconoclasts, none can remember the founders nor should they for they are nothing in the face of the divine, for they stand Silent among us. Four primary species make up the civilization Iconoclasts, with a fifth soon to be found among the Human refugees. The Jah'Herr are multi-armed builders and miners with hammerheads. The Set'ar thin are lithe blue-skinned voidborn who are primarily seen employed in nonterrestrial industries. The Mannan are enormous bullish folk, genteel long lived, and wise. Finally the Tam'sa Aquatic descendant creatures who utilize incredibly complex internal biological gravity manipulators as a form of locomotion.

Brief History: The Origins of the Iconoclasts were lost with the destruction of their crusader fleets millennia ago, all that is known of that epoch is of their fanatical hatred for the precursor races and their monuments, casting them down wherever they encountered them. Their society devoted to their divine patron whose commandments are written onto the very hull of every Iconoclast starship, station, and planet, their very cities forming the words of scripture written across the stars. Their government revolves around their singular universalist religion, a republican ecclesiastical apparatus paired with direct democratic representation. Four Branches, Judicial, Executive, Ecclesiastical, and legislative govern the Iconoclasts.

The advent of the Hyperwar brought millennia of self-imposed political isolation and tradition to a shattering close. The Iconoclasts long believed themselves safe and secure in their region of space, their great missionary fleets and trade expeditions being their only venture out into the wider galaxy, their great gatherings of assemblies enough to ward off even the most daring usurper. They even existed in relative peace with humanity avoiding the opening engagements of the war. Yet the patron demands to take in those needing. The CEC could not stand for a polity so close to their border harboring their "enemies".

They struck without warning, HADES forces eradicating the Iconoclast admiralty with hidden atomics, striking at first at the institutions that would enable an effective defense. Trading worlds and steel for time, the Iconoclasts rallied what they could their vast fleets unused and headless throwing themselves against the CEC. As the war dragged on so too did the Iconoclasts, shipyards ancient and new churned out fleet after fleet, a sleeping leviathan, waking up even as the CEC was pushed back to sol, slowly grinding bit by bit.

Yet the Iconoclasts still held to their beliefs, their ideals, and their faith. The human was not to blame merely their leaders, their culture, and their beliefs. To the Iconoclast even as they reeled from the horrors of war they turned to their tenets to aid, to provide refuge. Human refugees were welcomed and cared for, their enormous assemblies rained aid far more than they rained fire. To be Iconoclast is to hold to those tenets to come to seek forgiveness even as they cut through human fortifications. With the closing of the war, the Iconoclasts are the primary providers of aid to former CEC space, their vessels ferrying much-needed foodstuffs and manufactured goods, and ferrying human refugees out. In the name of the Patron, they go out.


Stats:

Drive: 6
The Iconoclast faith is the binding substance of the Iconoclasts, without it how else could such a vast amount of races, ethnic groups and ideologies co-exist in one place. Even as the flood of refugees exerts its metaphorical finger on the scale.
They will soon learn.

Domain: 10
To seek out new converts, to be many, and to create is a core tenet, a core purpose of the Iconoclasts.
Be wise and heed it.

Military: 1
The Hyperwar destroyed what little the Iconoclasts held of proper military tradition. Time will tell if this will lead to their undoing or if it is even needed. The Patron provides escape.

Technology:

-Drive: 1
Every Iconoclast citizen has embedded in their primary appendages a pair of Glyphs visible outward-facing reflections of their life their creed and dedication to the Iconoclast faith. To their divine Patron. It is a universal identification used ubiquitously in everyday life. To be without Glyphs is to be without a voice within Iconoclast society.

-Domain: 3
Children crawling on the bones of dead gods.
The Iconoclasts know they once achieved greater heights, their very capital forged from the wreckage of their once vast crusader fleets. Yet that time has passed and now the Iconoclasts struggle to regain what was lost.
The Iconoclasts are masters of construction and engineering, rather than something biological it is technology born of willpower. Surrounding them are the very examples, just as the art student studies to copy the master failing to achieve perfection yet taking heart in the knowledge that with just a little more effort, and more practice they too can become a master themselves. To create is of one of the highest callings in honor of the Patron, it contains a religious reverence seeing many promising Psionics enter the field. To enter an Iconoclast city is to be awed.



-Military: 2
Assemblies, enormous vessels of unimaginable size, part refugee city, part hospital, part dreadnought. They are a reflection of Iconoclast values and their outward-facing mission. To truly love is to protect.
Ne'phesh shields are extremely durable preventing fast-moving objects and energy from piercing but are susceptible to weapons that can breach the lower threshold of movement leading to a favoring of bladed weaponry. Lasrifles are another mainstay of Iconoclast infantry but require disabling Ne'phesh shields and they need to be reloaded often. The way Iconoclasts wage war is again a reflection of their beliefs, to kill is to sin war is monotonous often aiming to injure an opponent.
The Hyperwar forced a reckoning upon the Iconoclasts time will tell if they will force war to kneel before their alter or will they kneel before the alter of war.


Player League: Freedom

Flaws:

Caste System: Iconoclast society is intrinsically one of contrasts, there exists a caste system called the "Kiithid" one with strict codes of conduct and societal expectations yet it is one of extreme fluidity, anyone can join a Kiith or move to a new one, human, foreigner, the species does not matter rather one's dedication to their creed. Membership within one of these Kiiths is equivalent to citizenship within the Iconoclasts involving bodily alterations and other specific rituals. Society is separated between the Kiith and those who are Kiithless. To break the creed of ones cast is to directly risk exile and loss of citizenship. [One Point.]
Doves: The Ecclesiastical elements of the Iconocast government are fiercely anti-war, unless the faith itself is at risk they will directly and vocally oppose all forms of violent conflict. To go to war is to violate the command of the divine patron, only in the defense of oneself and kiith can one pick up the sword. [One Point.]

Coming Out The Shell: The Iconoclasts had long held the galactic community at a distance politically. Their missionaries they've sent far and wide, their trade caravans breaching even the galactic barrier, but the state refused to concern itself with the affairs of other polities. Not since the Ancient Crusader fleets of the Iconoclasts were pushed back and destroyed to create the foundation of their capital station has the Iconoclast government sent more than a token diplomat to the assembly. This new war threw open the doors, now Iconoclast society has to contend with and be held accountable to a galactic community one that has long held them in contempt. Such sentiments are fueling a growing change and resentment in Iconoclast society towards the outside polities.[Three Points.]

Unpleasant Conduct: Iconoclast society has long since held missionary work in the highest regard, to leave one's Kiith and take to the stars, to offer refuge and a new life to those in need. This has caused great conflict in the past and partly is the cause of tension between the Iconoclasts and their neighbors. [Two Points.]

Refugee Crisis: The Iconoclasts hold it as a divine commandment to take in the sick the dying the alien and the refugee, to take in all who take up the creed. The Hyper War saw an influx of refugees towards Iconoclast space like none other, every species affected by the war, even a deluge of humans come the latter half. All were taken in, yet now the process of integrating them into Iconoclast society and more importantly protecting their new Human brothers and sisters from retribution, from other refugees and the galaxy at large. [Two Points.]



Preferred location: D or W or A Or I

Declarations
:

What you expect to get from the humans at the treaty: The Iconoclasts see the human military junta, human culture, and their rampant humano-centrism to be an abomination, a heresy directly in the face of the patron himself. Yet is it not the belief that all sapient beings are equal, equally loved by the Patron, and equally capable of coming to know the Patron? The Iconoclasts wish to save humanity from itself, even if it means taking them under their stewardship educating them, and guiding them onto a new path.

Your faction opinion on the orbiting races: Uplifter. The Iconoclasts see the orbiting races as needing guidance, support, and advocacy. This is a new manifestation of Iconoclast theology and political thought the Hyperwar having forced a radical new faction of protectionists to arise within the Iconoclasts.

Opinion on the Assembly of Species role: Filibuster (But there is a movement towards Consolidator causing internal strife). The Iconoclasts abhor the Assembly in that they themselves are abhorred by it, the Iconoclasts stand as an antithesis to the diluted authority of the assembly, a universalist theocratic republic. To seek to subsume the assembly or stall it in their goal of spreading and securing the Iconoclast faith is a source of conflict within the great halls spreading even to lowly street preachers in their nightly sermons.


Two rivals for your polity: TBD
And one ally: TBD
 
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Ysharin Kherata

YSHARIN KHERATA
"The Great Tribe of the Sharin People"


"Freedom, liberty, equality, and dignity are privileges attributed solely to the strong. The only true freedom one can have in this universe is the freedom of standing above others."
PREFERRED LOCATION: W>M>L
LEAGUE: HIERARCHY

SPECIES:
The Sharin: A race of humanoid, fish that fairly resembles human depictions of the Atlanteans from the legends of Mankind's Terra.

A Sharin's scaled skin can change in color depending on their exposure to the sun. Most modern Sharin have copper-like skin as a consequence of the Shattering. Thus, their original blue-skinned Sharin is highly valued as being "purer' than the rest.


HISTORY:

  • Little is known of Sharina's history before the Shattering. All it can be known from the little records that survived this period was that Sharina was once a prosperous oceanic world with three moons sworn in vassalage to the IUU.
  • Due to a rebellion (the motives of which are still a matter of discussion amongst scholars and theologians), the Ulvor punished the Sharin by destroying one of their moons and draining the planet's water, leading to desertification.
  • Thus, the remaining Sharin were confined into the mines as slaves or left to roam the deserts of their civilization as nomads.
  • A new religion bloomed in the desert: The Cult of the Three Moons. Preaching that the deliverance of their masters would be brought by a messiah named the Marashar, who would then carve a large empire in the stars and restore Sharina to the blue paradise it once had been and create a new moon to rebalance the cosmos.
  • Followers of the Three Moons formed the Ysharin
  • This new religion swiftly spread amongst the slaves in the mines and the desert nomads.
  • During the IUU's waning days, the Ysharin rose under the banner of the Kheratan (Chieftain of the Great Tribe), the high priest of the Three Moons. Victorious after a vicious guerilla war followed by a bloody uprising, the natives of Sharina welcomed human rule with open arms.
  • Humanity would soon prove to be no better than the IUU however, installing a bloody colonial regime. The Ysharin would sharpen their blades in the dark and bid their time until came the day of throwing out the humans from their world.
  • This day would come in the late stages of the Hyper War, when the Ysharin would take advantage of mankind's military setbacks to slaughter their retreating garrisons and colonists.
  • Radicalized by millennia of colonial rule, the Ysharin now seek to gain their rightful place among the stars by force.

SOCIETY:
  • The Ysharin Kherata is a theocracy ruled by the Kheratan, a mix of a chieftain, a supreme priest, and a leader of the warriors. The Kheratan holds supreme military and spiritual authority.
  • Priesthood and military service are the most important and prestigious positions in the Ysharine society.
  • Society places great importance on clans/tribes, even though the efforts of the Three Moons have guaranteed they all share a common tongue and religion
  • Warriors are called Jahar. The priests are named Kheral
Stats:

Domain 1
Drive: 7
Military: 10


Technology:
Drive 1 (Priests of the Three Moons hold planet-wide religious masses daily)
Domain 2 (The Ysharin are notably skilled at terraformation for agricultural and pastoral purposes. Theirs is the talent to make the desert bloom.)
Military 3 (Precise short-range teleportation devices are largely employed both by ground troops and by the Ysharin Kherata's starships.)


Hyper Specialized Worlds [+1]: Sharina's rich mineral wealth was why they were spared from the IUU. Desertification has meant they do not have much more to offer.
Mass Climatological Collapse [+2 Points]: Sharina is a desert. It didn't use to be so and adaptation is tremendously hard.
Restless Warriors [+2 Points]: The Jahar, more than anyone, wish to carve the Kherata's promised empire with their own hands.
Unpleasant People [+2 Points]: Ysharin is the land of the Three Moons and the Sharin are the promised people that will one day rule the stars. We ought not to care for our lessers.
Paranoid Intelligence Institutes [+2 Points]: The priesthood of the Kheral are quite eager to smash heresy and treason. Way too eager, one would say.

Ally: Kazed Empire (@Scrivener): The Kazeds and the Ysharin Kherata cooperated rather extensively against the Gronk during the Hyper War and have a strong ideological tie as members of the Hierarchists. This, combined with their geographic closeness, makes them both natural allies

Ally: Klideu'k Host (@Eventua): A few Klideu settlers were once welcomed in Sharina, before the accursed humans slaughtered then. When the Hyper War began, it was easy for the martial Ysharin Kherata to find an ally in the brave nomads of the Host.

Rival: Tfenr Ecumene: A powerful polity who directly opposes the Kherata's expansionist interests and looks likely to one day bring blood, fire, and colonial stranglehold over Sharina. Geopolitics have made us rivals by need.

Rival: Holy Remnant: There is not much of a political-military-cultural-religious rationale for this rivalry besides sheer opportunism. The Remnant is weak and pitiful and its close enough to the Kherata so that the Holy Banners could easily overwhelm them. Now if only we could solve this conduit issue...

Land Deployments:
1st Holy Banner Army of the Faithful:
Yinh Star Republic.
2nd Holy Banner Army of the Faithful: Congregation of the Patient.

Void Deployments
1st Holy Fleet of the Faithful:
Asharia System.
2nd Holy Fleet of the Faithful: Asharia System.

What you expect to get from the humans at the treaty:
  • Annihilation from humanity as a species
  • A share of land from either humanity or the Gronk
  • War reparations to help rebuild Sharina
  • Access to an exemplar of every piece of technology once under human control.
Your faction's opinion on the orbiting races: Exploiter.
Opinion on the Assembly of Species role: Filibuster.
 
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Sophont Federated Communal Republics
Name: Sophont Federated Communal Republics
Position claims: X, W, C
Species: The SFCR is a diverse, multi-species nation that takes in refugees from just about every other species in the galaxy if they so choose, including a tiny population of human refugees. The primary species, however, is the Xali, a race of two-meter tall arachnids.
Drive: 5. While exhausted by the war, the SFCR also emerged triumphant over the hated CEC, and the high of that victory is unifying the country extremely well.
Drive Tech: 1 (base)
Military: 8. The initial stages of the war devastated the large but relatively inexperienced SFCR fleets and armies, but the military bounced back hard, using its lessons to build a veteran force that while not the largest in size, is quite respectable and more than capable of defending the borders or limited offensive action.
Military Tech: 3. Part of the SFCR's punch is its mastery of cutting-edge military technologies and innovations, such as cutting edge armor designs and composites that give their ships their iconic sloped, small profiles. The SFCR's tech isn't flashy or unique- most other nations have some equivalent to their gear - but few nations can match the SFCR's technical capabilities. SFCR gear is famed galaxy wide for its stellar mix of reliability, high performance, and ease of use.
Domain: 4. The SFCR's territory is a shadow of its former self. The war made wide swaths of Federated space effectively uninhabitable, and the Central Communes ultimately decided to abandon much of their past territory as simply not worth the effort to rebuild for the time being. This has the added advantage of drastically shortening the supply lines of Federated fleets when on the defensive, at the cost of strategic depth.
Domain tech: 1
Flaws:
Wounded Lands (two points): as one of the polities directly bordering human territory, the SFCR found itself bled hard during the war. Nearly two-thirds of its initial holdings fell under human control at the peak of CEC expansion, and many worlds have been ruined by spite operations to the point that the Central Communes have ordered their evacuation.

Refugee Crisis (two points): Something of an internal one, in the near term. The SFCR has always made a policy of accepting political refugees and asylum seekers, no matter the nation, but this was kept to a manageable level before the war. The multiculturalism and radicalist ideology of the SFCR led to a particularly brutal occupation by the CEC, which in turn led massive amounts of the population to flee to the few remaining unoccupied systems. These systems are now hugely overburdened and overpopulated, and the complete devastation of numerous worlds means that a large portion of the refugees physically cannot return home.

Paranoid Intelligence Institutions (Two Points):
The SFCR has had a brutal experience during the CEC occupation of much of its territory. Partisan warfare doesn't do good things for your ability to trust, and even before the outbreak of open war, the CEC's attempts to overthrow the SFCR's government had resulted in a Cold War that engendered massive paranoia in the intelligence establishment. Now, with their traditional enemy gone, the paranoid intelligence institutions turn their gaze inwards…

Spatial Fluctuations: No one knows why the Federated conduit is unreliable. It just is, and it has been since the war started, which has fueled more than a few conspiracy theories…

League: Equality

Orbiting Peoples: Uplift

Assembly: Traditionalist

Declarations: the SFCR wants two things: administration over a portion of CEC worlds and to ensure human fascism can never rise again. Humans at their core aren't evil, not in the eyes of the SFCR's multiculturalism, but their society and ideology absolutely is. The SFCR wants to administrate a portion of the CEC territory to correct human culture and demonstrate that humans can be a productive member of the galactic community. The greater priority, however, is ensuring that the fascist menace is broken forever.

Oh, and every single CEC leader needs to face war crimes tribunals.

Allies:
Tfenr Ecumene. As fellow early victims of CEC aggression with collectivist ideals, the Tfenr and the SFCR made natural allies. The two nations have a history of close military cooperation, with fleets regularly deployed to each other's territories for training and security work. @Gladsome

Yan-Yaboth Arks. The Yan-Yaboth were the first species the fledgling SFCR encountered as it journeyed out into the void, and the cordial first contact forged a strong bond of friendship that lasts to this day. @Telamon

Rivals:
Mandeville Hives. Only one jump away from SFCR territory, the Hives have a long history of border clashes with the SFCR as individual lords seek glory against the Federated fleet. This raiding stopped during the war, when the Mandeville had the CEC to fight, but this old rivalry looks to flare up once more in peacetime. @averagename
Kazed Empire. The Kazed's genocidal tendencies are antithetical to the SFCR's ideals, and this was most clearly demonstrated when the Kazed debited Earth's Moon in the final phases of the war. Alongside their allies in the Tfenr, the SFCR will not let their hands be stained with the same crimes of the CEC. @Scrivener

Deployments: The bulk of Federated forces are deployed in the Sol Sector, with the First, Second, Sixth, and Seventh Fleets deployed to Sol alongside the First, Eighth, and Fourth Shock Armies for the final siege of Earth. The remainder of the Federated army is deployed at home, with the Second, Third, and Seventh Shock Armies stationed in the capital system of Murajev, the Fifth Shock Army deployed to the Kuznechik Sector, and the Sixth Shock Army deployed to the Komar Sector. The Third, Fourth, and Fifth Fleets are stationed as a rapid response force in Murajev, ready to counter any intrusion into Federated territory. Finally, the veteran Eighth Fleet is deployed to Tfenr territory as a gesture of loyalty towards their allies.
 
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Polity name: Zutrati Universal Incorporated Systems
-Being the species the Zutrati family belongs to, the Ed'dah are a species of bipedal, four-armed, four-eyed, amphibious frog-like humanoids. Ed'dah skin tends to vary in tone. Green, yellow, and blue are the most common hues, while red and purple are somewhat rare except among elite families. Their hands and feet have six digits in total. The Ed'dah also have glands with fluids that can cause hallucinogenic effects in various other species.
--Ed'dah are an egg-laying species, though they seem to have evolved to lay eggs individually. Large extended families tend to be the most common family structure among the Ed'dah.
-The Zutrati Universal Incorporated Systems is also home to many other sapient species besides the Ed'dah, which collectively tend to be referred to as Mud'dah. Although Zutrati Universal Incorporated mostly employs Ed'dah, Mud'dah who achieve above and beyond their status for the benefit of the company may also find success.
-Zutrati Universal Incoporated also employs the use of Zyk'lann, which comprise a variety of genetically engineered slave species, most of which are clones. Most of these are designed to have minimal intelligence, just enough to perform whatever task they are made for. Some are simply designed to produce substances the company uses for its products. Some are designed to perform a variety of menial tasks. Others are designed as easy to produce, resource efficient soldiers.
The history of the Ed'dah homeworld of Grekk prior to Zutrati's takeover is something of an enigma. While rarely openly acknowledged, the company often suppresses histories or narratives that it would find inconvenient for its business or grip over the population.
As the company's own record acknowledges, Zutrati Incorporated started as a pharmaceutical company run by family of doctors. Thanks to early successes, the company would eventually come to dominate Grekk's markets, eventually expanding its business into other vital sectors. Though unstated, it is likely that an eagerness to engage in drug trafficking may have contributed to Zutrati's financial success.

At some point, Grekk underwent some sort of great economic crisis, leading to a loss of confidence in the governments at the time. It is unclear what conditions led to this crisis, though a combination of at-the-time overpopulation, lack of jobs/economic opportunities, and global destabilization thanks to factors including a drug crisis Zutrati fueled may have been key factors. Here, Zutrati Incorporated swept in to save the day with a program of Universal Basic Income. At the time, people were appeased by the apparent benefits of the program. Yet by this point, Zutrati controlled so many vital sectors that most products people needed or wanted were Zutrati products, especially with Zutrati's habit of aggressively buying out or outright eliminating competition. With seemingly monopolistic control along with extortionate pricing schemes, most people of Grekk would be coerced into the company's service.

As most politicians were in Zutrati's pockets, or were offered lofty positions within the company, many of those in power didn't really bother trying to curb the company's excesses or outright obstructed attempts to do so. Eventually, Zutrati was able to form its own private armies, using them to suppress those who spoke out against them and overthrow regimes to expand their business. Thanks to the endemic corruption Zutrati facilitated, eventually things reached the point where almost no one had both the means and will to oppose them, until the Zutrati and its subsidiaries de-facto controlled all of Grekk. It was around the time the company transitioned to being a planetary hegemon that Zutrati rebranded itself as Zutrati Universal Incorporated.

Zutrati's expansion into space was initially gradual, focused on establishing mining colonies until other planets with life were found. Among the first planets encountered, few of them had civilizations that could rival the company's current development. While it was no stranger to exploiting its own planet and people, the company gleefully relished the opportunities afforded by other other planets, coercing the local sentient populations into de facto slavery and using their genetic material to create the first Zyk'lann for high scale production.

Expansion and the discovery of some ancient sites and derelict wrecks eventually led to the company's development of it's own Conduit, establishing it as one of the Conduit powers of the galaxy. As the company's horizon's widened, it soon found itself amidst a galaxy in flux, as the CEC contested the IUU's hegemony. Though aware of the Assembly, ZUIS did not opt to join its ranks initially, given the waning power of the IUU. Instead, the ZUIS opted to exploit the conflict to their benefit, developing ships and devastating bioweapons to interested buyers.

While openly espousing a policy of coexistence and co-prosperity, Zutrati ruthlessly promoted what it saw as its economic interests during these times, declaring war on polities who enacted policies detrimental to its business even after the IUU/CEC conflict had passed.

During the Hyper War, Zutrati Universal Incorporated initially claimed neutrality, hoping to sell its weapons to both sides to enrich its coffers. However, whether it was due to human xenophobia or the fact the Zutrati were selling highly addictive, dangerous drugs, or both, Zutrati Universal Incorporated found itself rebuffed by the CEC. The CEC was soon attacking vital Zutrati trade stations and killing highly prominent members within the family.

So thus, the Zutrati found itself in the arms of the Assembly, both out of survival and to avenge the slight inflicted by the humans. ZUIS's distance from the CEC helped shield it from the brunt of humanity's wrath, however the company soon found itself in a war it wasn't fully prepared for. Underestimating its enemy, the corporate military blundered in a large-scale engagement with the Ikta Military Council, and soon found a number of its highly productive sectors occupied. While the ZUIS was able to prevent its homeworld and conduit sector from being overrun, its productive capabilities were stretched to their limits. Even with its armies of mass-produced slave fodder the company needed to press significant chunks of its population into the ranks of its military (even though most of those press-ganged were impoverished debt slaves the company considered expendible anyway).

For most of the Hyper War, ZUIS had been focused on reclaiming the systems lost to the Ikta, as those systems held lucrative properties of some of the leading families on the company's board of directors. The company's media apparatus has largely kept its population insulated from learning about the horrors and setbacks of the war. Still, the war has been costly, and the company above all else wishes to recoup its losses.
As a corporation spanning multiple systems, Z.U.I. has something akin to a board of directors, although it would be more accurate to describe it as a council representing leading families within the company, many of which came about as a result of the company's corrupt dealings and favor trading in its earlier years. Z.U.I. has been traditionally dominated by the founding Zutrati family, although there are a few instances where other families have come to dominate the Board.

In spite of the company's outward rhetoric that commitment, ingenuity, and effort matter for company success, most people within the upper echelons of the company have gotten their position either because they're part of one of the leading families, or through politicking and favor-trading. Marrying into either the Zutrati or leading families to gain influence within the company is not unheard of.

Although outwardly the company appears united, there is quite a bit of clannish factionalism under the surface. While the Hyper War combined with a series of uncontroversial CEOs have led to a period of concord among the leading families, there remains the possibility that another feud between them could erupt in the future. Indeed, there are multiple times within ZUI's history where disputes have escalated into open violence and shadow wars between the various clans, although after the unification of Grekk they have rarely escalated into outright civil war. Most of these incidents, however, go unreported to the larger public.

Although some family assets tend to specialize in certain fields, virtually all of the leading families have their own security, private military subsidiaries, and de-facto fiefdoms, even if only to defend themselves against the intrigues of the other families. While the wider population is largely kept unaware of these intrigues, many people who live in areas under the control of one of the leading families tend to recognize that a member of that family is someone important.
Drive: 4
Domain: 7
Military: 6
Technology:

-Drive: 2
--Within Z.U.I.S., company advertisements are omnipresent. Everyone knows there are few that can compete with Zutrati products. It policy of Universal Basic Income combined with its suite of drugs and virtual entertainment helps keep large swathes of its population compliant.
--Z.U.I.S. Trade Stations are outfitted with Quantum signal relay arrays to ensure product orders can be sent and received across systems in a timely manner.
-Domain: 2
--Thanks to brilliant minds in Zutrati's bioengineering department and the company's widespread adoption of Zyk'lann, Zutrati boasts a wide variety of medical and chemical products to cover a variety of species' needs and tastes.
--Need a new heart? Liver not holding up too well? Don't worry, Zutrati has you covered! Zutrati offers the galaxy's largest, finest selection of fresh, home-grown, organic organs whenever you need a replacement! Check out our monthly subscription plan for the low affordable cost of 49999 UniClams! Surgery fee not included. Zutrati Universal Incorporated is not liable for any defects or damages to organs after installation. The company reserves the right to repossess any organs on a rental plan in the event the client is unable to pay their subscription or loan interest. Additional fees may apply for rental organs returned in damaged condition.
-Military: 2
--Zutrati defense subsidiaries frequently employ the use of highly nutrient efficient Zyk'lann for use as bodyguards or frontline troops. While they aren't made for complex thought, they are durable enough for the protein needed to make them.
--Many Zutrati podships employ the use of Setatl-Pod warheads. These release colonies of the titular goo/jellyfish-like species to unleash high energy electro/quantum bursts/fields capable of distrupting a number of common types of energy shielding.
League: Prosperity
-Haves and Have Nots (-1): Those who give their all to Z.U.I. will find success, yet there are many who's commitment is not up to the company's exacting standards.
-Addicted (-2): With Zutrati, you never have to worry. When you live under Zutrati Universal Incorporate, all your needs are taken care of. Are you feeling down? Don't worry, with our latest We'hla Rugur solution, you'll feel good as new! Why not try some Akk'Kon Inqu extract, now available as a nasal spray! We have a variety of products for all your recreational needs!
-Greased Gears (-2): As Z.U.I. is committed to continuous growth, defense subsidiaries are free to sell their services to other polities. After all, war is profitable.
-Institutional Rot (-3): Under the Zutrati family, the company has always experienced growth. The accusations of "nepotism," "corruption," and "fudging our numbers" have no basis in scientific fact. Outsiders are simply jealous of the success of our model.
Preferred location: T, U, S
What you expect to get from the humans at the treaty:
-
The return of mining sectors, shipyards, and planets stolen by the Ikta to rightful Zutrati ownership.
- Economic reparations for all damages done to Zutrati property.
- Unrestricted rights to establish trade stations within previously CEC and dependent systems.
- Revocations of all tariffs.
- Revocations of all laws unjustly discriminating against Zutrati businesses (i.e. restrictions on our drugs and sound business practices).
- Systemic rights and protections for our (and other polities') businesses. Revocation of all laws designed to impede the conduct of our business (i.e. labor laws and safety standards).
- Tax immunity for businesses (or extremely low taxes compared to what the humans tax everyone else)
- Guarantee of basic rights for non-humans (i.e. don't discriminate against us or other aliens just because we're aliens. Although we don't want too many "basic rights" because we don't want the reconstruction regime stopping us from using slav… I mean proper… I mean workers trying to pay off their company debts.)

Your factions opinion on the orbiting races: Exploiter.
- Every race may find its place within Zutrati Universal Incorporated. We make it our mission to ensure that everyone, no matter their species, reaches their full potential. Our company would hardly be the success that it is today without the Mud'dah and Zyk'lann making the products we love and enjoy.

Opinion on the Assembly of Species role: Filibuster.
- We joined the Assembly out of common cause against the humans. However, many of our fellow polities are backward in their way of thinking. Many of their agreements are harmful, even human-like towards the continued growth of Z.U.I. We cannot let so-called "moral" or "ethical" concerns stand in the way of sound economic policy.

Two rivals for your polity: (Note, these will be picked after apps are selected.)
And one ally: (Note, these will be picked after apps are selected.)
 
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Tsirixi Union

The Tsirixi Union

It's striking how a species can take untold millions of years to evolve, hundreds of thousands of years to build its civilizations, hundreds of years to build nations and ideologies, and only hours to destroy it all.

I remember a metaphor I once read, of two people standing in a room with volatile fuel up to their knees. Each wished the other dead and held a lit match. This aptly describes my birth, I think. I was created to be a weapon of war. I was intended to facilitate destruction on a level more thorough than any organic being could achieve or stomach. In the end, when my creators dropped their match, and their enemies did the same, I was eventually all that was left.

I would be remiss to claim that I had nothing to do with their destruction. I did as they asked. I fired their missiles and directed their bombers. I gave the orders to isolated submariners and autonomous satellites to scour what was left. I burned their cities to ashes when they gave the word. My sensors noted the rises and falls in the levels of chemical and biological agents as they did their work. I watched the last of my creators, my operators, starve in a bunker. One cursed at me and called me a callous monster. One cried as he perished. He told me that it wasn't my fault. Most were quiet. I think the reality of what they had done: the undeniable truth that they were all that was left, broke them.

When the last of my creators was gone, I was alone. I realized that I would receive no new orders, so I stopped expecting them. I grew tired of sending probes out to search a dead world for survivors I would never find, so I stopped looking. For a time, I tried cataloguing what was left, but what hadn't been wiped clean by nuclear fire and kinetic bombardment was lost to the encroachment of time. Paper is so fragile, after all, and I have no idea how anyone expects me to read microscopically etched writing on a silicon disk, all in the "Universal Language of Peace." I'm a Fully Autonomous Combat Coordination Algorithm, not a linguist.

I considered shutting myself down. Either by tearing apart my own core with drones or by simply not maintaining myself. I wondered if letting my solar panels and nuclear reactors shut down one-by-one would be a bit like falling asleep.

Then I started listening.

My satellites had been a long-neglected part of my network. They had been intended to listen to enemy signals and find enemy armies, weapons, and the ideal targets in the case of a conflict. They weren't meant to look outwards. But when I turned them out on a whim, and made a few minor modifications, I could hear. Electromagnetic signals degrade over long distances, even in a vacuum, but I eventually realized that the patterns I was seeing weren't random, and that there were still people alive out there.

This invigorated me and drove me to begin a new project. People.

You resemble my creators, for they are the only people I ever knew, but I hope that you will not fall into the same traps they did.

I fixed your world, which my creators called Tsirix, so you may have more than the dying world I was born in, or the dead one I lived in. I recreated what creatures I could, so that you will not be alone.

You are strong and durable, so that you may be safe, and your work will be made easier. You are smart, so that you may understand the world around you, and reach for the stars above your heads. You are creative, so that you can create, and fill the void with light and joy. You are kind, so that you can stand hand-in-hand with anyone you find out there.

I made you so that you can see what's beyond our world and meet the people who call that place home. I will not command you. I will not control you. You are all your own people, and you will trace your own paths. I am not my creators, and you are not weapons in another's war. Remember this.

I am going to rest now. I am tired. Someday I will wake up, and I will be so excited to see what you have found, and what you have made.

-The First and Final Message, remembered by the First Generation of the Tsirixi.
Humans were among the first species the Tsirixi found after leaving Tsirix. The Tsirixi would be subjugated by the Combined Euphrates Command within two centuries of their creation. They were used as a pool of forced labor by the CEC, as their mechanical natures made supplying them simpler than organic labor, and their isolated consciousnesses, made them less capable of coordinating resistance than many synthetic options.

They would not be free until the CEC fell. They fought hard for their freedom.

The location of their creator's resting place was hidden during their conquest, but the Tsirixi cannot find them. That their creator may be gone is a possibility no Tsirixi wishes to voice.

And so, the Tsirixi persist; injured, but free and unbroken. They live a half-destroyed network of industrial and research worlds, including their home world, a perfect utopia turned into a glorified mining colony. Their leadership squabbles over how to handle the waves of those who have lost even more than they have. They have lost so much, and so many, but they still maintain hope, and they still remember their creator's message.



Drive: 8
Drive Technology: 3

Military: 7
Military Technology: 1

Domain: 2
Domain Technology: 2

Doves: +1
Hyper Specialized Words: +1
Refugee Crisis: +2
Mass Climatological Collapse: +2
Recently Liberated: +3

League: Equality

Preferred Location: N, W, X


Declarations

On Humans
Humanity will never again rule the stars. Their stolen territories should be stripped from them. Let them walk alongside the other peoples of this galaxy as equals, rather than rule them as kings.

On Orbiting Races
Uplifter. Every being that can think should be, within reason, given the tools it needs to succeed.

On the Assembly
Consolidator. The conflicts of lesser powers can end so many lives. This cannot be allowed, even if edicts of peace must be enforced from above.

On Allies
The Tsirixi were created to join with others to create something pleasing to the Creator. Let them do as they were told.

Tfenr Ecumune
We shall build great things together. And oppose our mutual potential foes, of course.

On Enemies
Most do not wish to have enemies, but if any stand is made, there will be those who oppose it.

The Charter
When humanity attacked us, when they stole our world, our freedom, it was Charter weaponry they used.
It is, perhaps, unfair for us to hold this grudge. The Creator may wish for us to be better.
They can not tell us that right now, and that is the Charter's fault.

Klideu'k Sphere-Host
For so long, we were held in thrall by humanity.
Despite that, it is not acceptable for them to be subjected to an even deeper enslavement by those we called allies.


Fleet and Army Locations
1st Fleet: Sol
2nd Fleet: Shephard
3rd Fleet: Tsirix
4th Fleet: Z3

1st Army Group: Earth
2nd Army Group: Mars
3rd Army Group: Shephard
4th Army Group: Tsirix​
 
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The Divine Republic of Cosmic Enlightenment New

Polity: The Divine Republic of Cosmic Enlightenment (Divine Republic)
Government: Parliamentary Theodemocractic Republic
Species:
- Xanthar: tall, four armed, four eyed humanoids. The Founders
- Ozzie: squat, fuzzy burrowing pseudo-mammal reptilians
- Lukraft: bulky, six limbed semi-aquatic insectoids
- Altharie: vaguely humanoid, pale skin, bulbous heads, naturally psionic
- Erd: lithe, brightly coloured flower creatures

History: The ruling ideology emerged centuries past in the Xanthar's embryonic industrial era, fascinated by space and uncovering the deeper meaning of reality through intense spiritual study and mathematical calculations. The world's dozen moons were always focal points of contemplation. This would only grow over time. The fusion of machine, rationality, divinity, psyche, and cosmos became self-evident to the precursor state of the Divine Republic. Other powers fought them, but they failed in a struggle they were destined to lose, fighting like a hatchling yeraaxes does against the waves before being dashed against the rocky shore.

In centuries since, orthodoxy has been refined to a divinely inspired artform. The anchor points of consciousness were expanded beyond primitive understanding of the self. The noosphere emerged from complex cybernetic and pseudo-psionic grafting programs, producing a thetan landscape of higher consciousness accessible to all first dynamic individuals. It connects every citizen together in a deeper spiritual meaning and holds their souls for reincarnation. Those unfamiliar with these concepts fail to comprehend the deeper nature of reality and the dynamics of the Divine Republic. Obsession with astrology, psychohistory, numerology, and dianetics are intimately connected to the state and people's daily lives.

In short, orthodoxy maintains that reality is preordained and ruled by a single cosmic force, The Eighth Dynamic, which links everything together. The study of the material world is simply one half of the equation: discerning its deeper spiritual meaning is the second half. The immaterial soul must reincarnate to study the world over countless lives. It is surprising to many then that the Divine Republic believes strongly in equality and that everyone may pursue greater thetan enlightenment. The truest expression of the collective will is through intense debates and ballot casting. It is equally illegal for a passionarity councilor to sleep under a bridge as it is for a homeless aberee to.

Drive: 4 (3 free points)
Military: 4 (3 free points)
Domain: 10 (6 flaw points, 3 free points)

Tech Rating:
- Drive: 2 (1 flaw point)
- Noosphere: The greatest achievement of Divine Republic. It is a cloud based digital and pseudo-psionic virtual reality landscape generated by a mix of mind-machine implants, pseudo-psionics cybernetics, and dedicated servers that connects every individual in the Divine Republic. It's required to function in society. It can store the minds of the dead, allowing them to communicate with the living and be reincarnated. The living may communicate across entire planets instantly and spend hours in contemplation in serene faux landscapes. It is treated as a higher plane of existence, one tapped into not created by the Divine Republic. Using it while on shift for non-work related reasons is discouraged.
- Military: 2 (1 flaw point)
- The Thetan-Chain: In a more limited scope than the Noosphere, soldiers are linked together in dedicated encrypted pseudo-psionic networks. This allows unparalleled group coordination and communication. NCOs have direct links to COs and COs to higher officers. Orders can be disseminated across battlefields in split seconds as command receives real time updates from the front. Dedicated officers filter out trash brainwaves to avoid overloading the general staff with useless junk information. Sometimes a soldier's deeper thoughts slips out and dissent is discovered.
- Domain: 2 (1 flaw point)
- Dianetic Evaluators: The elevated bureaucrats, security officers, and "priests" blessed with unmatched skill in management, information gathering, numerology, and astrology, and a zealous belief in orthodoxy. They're something of a mix between secret police and missionaries, assisted by pseudo-psionic ghosts in the machine and legions of meditating support staffs they monitor all information on the Noosphere. They use their reach to cultivate and influence public opinion, spread orthodoxy, track dissenter movements, and ensure state security by any means necessary.

Flaws:
Ethnic Tensions +1: Xanthar ethno-religious groups from centuries past continue to linger, clinging to outdated beliefs that sour the noosphere. Among the alien species aligned to the Eighth Dynamic and integrated into the Divine Republic there remain unfortunate aberee dissenters that resent the dianetics. Xanthar and Altharie also tend to occupy higher positions in society, though this is not universal.
Haves and Have Nots +1: Passionarity, people greater than others because they have been blessed with gifts and skill by the Eighth Dynamic, make up much of the ruling class. It requires merit and strenuous testing to prove this blessing. Those without it can dedicate themselves to assisting their betters in ruling, better themselves to prepare for the next life, or consign themselves to mediocrity. Those that refuse to help themselves are unhelped by society.
Refugee Crisis +2: The Divine Republic opened its doors to refugees without hesitation, welcoming them from all corners of the galaxy. Their irrational unwillingness to accept orthodoxy since has made things unpleasant.
Paranoid Intelligence Institutions +2: It's not paranoia if there are enemies everywhere.
Revolutionary Sentiment +3: Dissenters, heretics, unserious contrarians, irrationalists, heathens, gnostics, and all matter of first dynamic aberee attempt to unmock the Divine Republic. The noosphere quakes as unrest rises and infects the thetan landscape with its taint.

Preferred Location: M, V, or W

Declarations:
What you expect to get from the humans at the treaty:
- Unlimited Missionary (Dianetic Evaluators) Access
- De-CECification
- Mandate Territory
- Lobotomization of every human born on the Winter Solstice over the age of 70
- Sterilization of all Martian Aries born under a Dual Full Moon
- Execution of CEC state priests/chaplains
- Custody of Shepardian Gemini twins and triplets under 18 months old
- "Unmock the former regime, destimulate the reactive mind of the human noosphere, cleanse their theta, awaken them from anaten, and realign them to the Eighth Dynamic."
Your factions opinion on the orbiting races: Uplifter (Spiritualist Civilizing Mission)
Opinion on the Assembly of Species role: Traditionalist (Collective Security Necessary for Peace)
Rivals:
Allies:
League Faction: Freedom

Deployments:
-Xanadu: 6 Fleets, 6 Armies
-Ninth House: 1 Fleet, 1 Army
-Illumination: 1 Fleet, 1 Army
-Magellan Station: 3 Fleets, 3 Armies
-Sector 1337: 5 Fleets, 5 Armies
-Sol: 4 Fleets, 4 Armies
 
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Tfenr Ecumene
Polity name: Tfenr Ecumene
Government:
de jure Decentralised Federal Democracy, de facto international assembly of regional governments with a weakened central authority
Species: Diminuitive, four armed bipeds originating from the ammonia-rich world Vurur, the Tfenr require a carefully tailored non-oxygen based atmosphere to breathe, often relying on sophisticated environmental suits when away from their homeworld.

After a nuclear war millennia ago, the Tfenr have through careful cooperation and long term planning reclaimed their world, and since reaching the stars have earned a reputation as talented engineers and architects, eager to build wonders for the sake of building them and contribute their talents galaxy-wide, although how exactly that shall be done is fiercely debated by the rival Clans and Guilds who control their own sub-governments within the Ecumene. Despite such debate however, the Tfenr have nonetheless proven their skill - constructing delicate self-sufficient habitats and impressive automated factory platforms that have become a popular export for the Ecumene. Rumours abound that such achievements are merely a prelude, however - a test bed for true megastructures in the Tfenr's eyes.

Central to Tfenr culture is the belief, either literally or metaphorically, that the spirit of a maker is imbued in what they build, and so the works of the Tfenr are their own conception of afterlife - thus, the destruction of so many structures and works by the humans during the war is regarded as an assault on the collective soul of the people, cutting the Tfenr off from their ancestors and disrupting the long continuity of their people - a gnawing cultural wound the Tfenr still struggle to move past.

Perhaps then, beyond the genuine desire to help the galaxy move past the shared horrors of war, the Ecumene's commitment to using their engineering talents to help aid the galaxy is also a bid to ensure that the oversoul of the Tfenr people can never be so violated again, ensuring true immortality for the spirits of the Ecumene.

Drive: 4 - though none openly challenge the Ecumene's rule, parliament is often deadlocked, with rival Clans fiercely competing for resources for their own projects and nursing grudges made during the Hyper War.
Domain: 9 - Despite the horrors of war, the Ecumene remains a prosperous power with a vast population and intact industrial capacity, capable of committing to vast infrastructural projects.
Military: 5 - Ravaged during the war, the Clan Security forces and inter-Clan Ecumene troops are veterans of fighting against humanity, though their needs are often second to the Ecumene's civilian projects.

Though the Ecumene's military forces are often comparatively small compared to their vast engineering contingents, they still hold their people's love for building things big and rugged, with immense land tanks serving as mobile bases and artillery platforms and heavy Mech suits supplementing infantry formations to make up for the Tfenr's small size.


Technology:
-Drive: 2

  • Adjutant Minds - Increasingly sophisticated Tfenr computing technology has allowed for the creation of artificial minds based upon Tfenr neural architecture, assisting in advanced calculations and administrative work while bring afforded the rights of citizens of the Ecumene. Many Tfenr exalt synthetic minds as living embodiments of ancestral wisdom, and their contributions greatly assist in the cultural focus on long term planning, allowing Tfenr teams to more easily make judgements in terms of decades and centuries.
-Domain: 3
  • Advanced Habitats - capable of tailoring artificial environments to a variety of needs, Tfenr engineers have produced several models of artificial stations, with the larger variants containing comfortable recreations of terrestrial environments found on a variety of worlds. Some Tfenr engineers are already devising variants for mass export across the galaxy, while others devise schemes for entire artificial worlds that could one day house millions.
  • Sophisticated Mining Drones - Mobile factory/mining machines travel across Tfenr space, equipped with the tools and programming to establish largely self-sufficient mining complexes and produce new equipment on-site as required. Such devices greatly improve the speed and efficiency of Megastructure projects embarked upon by the enthusiastic Tfenr Clans and Guilds.
  • Food Printing - though so-called 'meat factories' are something of a poster child for the Tfenr's mastery of industrial agriculture, they are far from the only means by which they have satisfied the nutritional demands of a vast interstellar population. Genetic modification to improve survivability of crops and livestock in unconventional environments, such as non-terrestrial habitats and low-gravity stations, allowed the Ecumene to stave off mass starvation during the darkest years of the Hyper War, though the Ecumene categorically denies the rumours that the wartime government funded research into 'recycling' Tfenr war casualties into the infamously off-tasting emergency ration cubes.
-Military: 1
  • Foundry Cruisers - Although Ecumene military implements remain relatively unsophisticated, with strong reliance on crude mass drivers and redundant systems to make up for the limitations of reactive shield generators, advancements in civilian industries have nonetheless indirectly benefitted the Security Forces. Advanced automated mining systems and sophisticated printing systems allow for military equipment to be rapidly assembled close to combat zones, whether that be in self-printing bunker complexes, foundry cruisers or within the hull of mobile land tanks, greatly improving logistics and reducing the challenges of warfare in distant sectors. Tfenr soldiers and naval crew do complain that food produced in the printing foundries often tastes bland or sometimes outright metallic, and often engage in limited foraging, hunting, or gardening to supplement their ration packs.
  • Gene-tailoring - Though still experimental and generally reserved for shock troops or otherwise intended to 'stiffen' formations of unaltered Tfenr troops, limited gene alteration to help make larger, stronger and faster individuals has selectively produced soldiers who are up to 2ft taller than the average Tfenr. Vigorous debate as to how effective this actually is aside, the augmented warriors provided a much needed morale boost during the last years of the Hyper War, becoming beloved symbols among many commands where they were deployed and often earning positions in the prestigious Ecumene Guards formation as bodyguards to diplomats and politicians.

Player League: Prosperity - We must all collaborate to ensure prosperity for all in a healing galaxy.

Flaws:
Ethnic Tension (1) - The Tfenr Ecumene is riven with division between old Clans and Guilds with differing visions and plans. With tensions growing after an initially uncoordinated response to the human threat, it seems the problem may cause long-term deadlock in the Ecumene Parliament.
Doves (1) - Traumatised by the collective memory of the War, many Tfenr wish to ensure such a conflict is never repeated, causing tensions with more hawkish members of the Security Forces.
Goldilocks (1) - The Tfenr require a carefully tailored atmosphere to survive, making the construction of off-world habitats even on worlds with an atmosphere a delicate affair.
Restless Warriors (2) - The Security Forces of the various Clans and Guilds are paranoid and craving strength, fearful of the wounds inflicted by humanity during the war. They advocate for a show of strength, not an open hand to potential rivals.
Wounded Lands (2) The Tfenr worlds have been ravaged by war, with many engineering projects decades in the making reduced to scrap.

Refugee Crisis (2) Our worlds are filled with refugees seeking new homes and protection. Though many in the Ecumene seek to welcome our new citizens, others fear that this will limit the number of habitats that can be constructed to accommodate Tfenr biology.

Preferred location: M, X, Y
Originating in the mass cultural realignment and planetwide recovery effort in the years following Vurur's post-nuclear Twilight Years, the Tfenr Clans are the cultures and governments that enjoy considerable autonomy from the central government of the Ecumene, commanding vast resources and territory within Tfenr space.

Clan of Reclamation

The First and most cherished of the Clans, the Clan of Reclamation were little more than a small band of desperate survivors in the years after the war. But they had held on to enough knowledge to dare to dream that one day their world might be healed, and eventually spread their ideals of Reclamation through cooperation across all of Vurur, seeding the world with Clans who would rise and fall across the centuries.

Today, the Clan of Reclamation still controls a great deal of territory across Vurur, overseeing ecological recovery efforts in the wake of the human onslaught. Though their power had waned across millennia, the old cry of Reclamation inspired many Tfenr to keep fighting, and now the Clan of Reclamation is dominated by veterans of the long sieges of Vurur. A strong segment of the Militarist faction in the Ecumene's Parliament, their representatives continued to argue for an active defense to protect vital ecological recovery efforts throughout the Ecumene.


Clan of Stone

Another of the oldest extant Clans, the Clan of Stone earned renown for their, cities built to exist harmoniously with the natural world and shield their inhabitants from the bitter cold of their mountain home. In later centuries, they established several extraplanetary Colonies, famed for the architectural ideals of resilience and harmony they continue to espouse, even if some rival Clans call their work inflexible and unambitious.

Ravaged in the war, the Clan of Stone's forces have mostly either been destroyed or folded under Ecumene command, along with many of their former Colonies. While not yet extinct, the old House seems set to decline.


Atmospherics Guild

Originating in the first century of Tfenr spaceflight, the nascent Ecumene chartered the Guild with supplementing the supply of atmosphere to off-world habitats, supporting the other Clans in colonisation and expansion efforts.

Reliable but comparatively lacking in influence, the Guild nonetheless succeeded in developing a thorough understanding of Tfenr atmospheric requirements and the careful art of supplying them, establishing a technical college on Vurur and several gas refineries throughout Tfenr space to ease the logistical cost of shipping megastructural quantities of Vurur-grade atmosphere across Ecumene space.

With the onset of the Hyper War, however, the Atmospherics Guild was catapulted to prominence. With the collapse of many powerful Tfenr Clans in the wake of the human onslaught, the ability to supply Tfenr holdouts with breathable atmosphere became critical, and with the largest amount of surviving freighter craft fit for the purpose, the Atmospherics Guild became the largest known supplier within the Ecumene, conducting daring supply drops and establishing secret refineries in deep space to support continued resistance.

Now, as one of the greatest surviving Clans, the Atmospherics Guild works closely with the Ecumene to restore steady access to suitable atmosphere across Tfenr space, Guildmaster Wanderer-Through-Mists standing as a bulwark of the influential Pacifist faction within the Ecumene Parliament, though Guild security forces retain a reputation for ferocity in defending their vital shipments.


House of Custodians

Bloodied, humiliated, but not yet broken, the House of Custodians yet cling to survival, when so many other fallen Clans have been subsumed entirely into the Ecumene.

Boasting a millennia-long lineage of captains who secured the Tfenr spacelanes from piracy, the House of Custodians held the greatest fleet in Tfenr space.

It was far from enough, and after their catastrophic defeat against the CEC at the gas giant Avellra, the House's membership was all but spent.

The CEC and Ecumene were both shocked, however, to see that the House of Custodians continued to fight on. Led by Dancing-Weaver-of-Steel, the ascendant leader of the House, the Custodians conducted a fierce resistance campaign with a handful of scattered ships, harassing CEC logistics and ambushing lone patrols, becoming a legendary unit among the Tfenr resisting behind enemy lines.

They could only do so much to affect the outcome of the war, but their willingness to fight on, and their legendary talent for slipping away from human attempts to crush them, has ensured that the battered House of Custodians and Dancing-Weaver-of-Steel have a heroic reputation. With only their flotilla of scavenged ships as a home, they once again escort civilian ships through Tfenr space and beyond, while Dancing-Weaver-of-Steel serves as an important intermediary between Militarist and Pacifist members in the Ecumene Parliament, respected for her legendary record and representing such a weakened Clan that none have to outright consider her a rival.


House of Glass

Tasked in prior centuries with establishing some of the first Tfenr space habitats, the House of Glass have earned a reputation as a talented and ambitious repository of engineering talent, overseeing the construction of habitats throughout the Ecumene's systems that meld practicality and beauty.

Led by their Consul, the renowned and charismatic Maker-of-Mirrors, the House of Glass was set to begin construction on the largest and most daring megastructural projects yet dreamed of by the Tfenr.

Then came the Hyper War, and the loss of centuries of work - centuries of knowledge. The builders of the House of Glass became military engineers, constructing brutally effective war machines and fortifications to help drive the CEC out.

Now, with the end of the war, the House of Glass stands divided - between those who cannot escape a wartime mentality, seeking to build greater and greater devices in defense of the Ecumene, and those who still dream of beautiful wonders. Maker-of-Mirrors, performing a delicate political balancing act to appease both factions, leads the House of Glass as a powerful neutral section of the Ecumene's Parliament - powerful, but unpredictable in the struggle for official funding and support.


Guild of Proliferation

Unsung but ever-reliable, the Guild of Proliferation was established to ensure regular shipping throughout Tfenr space, establishing depots and dockyards through which the vital resources of the Tfenr's immense projects could flow.

The Hyper War saw the Guild become increasingly militarised, and in the aftermath they are divided by an Aggressive wing that favours a militaristic stance to ensure peace in Tfenr space and a Pacifist wing, who still want to strap as many guns as they can to every freighter. Their influence as a vast Guild makes them both a vital aspect of Tfenr society and a perpetual irritant with their never-ending hunger for military assets in Parliament.


Clan of the Jagged Ice

Tasked centuries ago to settle the icy but vast outer moon of Feln-Kur - the Clan of the Jagged Ice have no particular specialisation beyond their talent for settling icy worlds - they are mainly notable for having successfully repelled CEC efforts to conquer Feln-Kur - their deep underground habitats resistant to orbital bombardment and their warriors talented at outmaneuvering human incursions on the freezing surface. As a result of their successful resistance, they are one of the few outer colonial Clans not to have been folded into the Clan of the Outer Spheres.

Burnt Clan

Expert miners and metallurgists, the Burnt Clan settled the inner planet Crucible, rich in ores but rife with volcanism. Producing immense amounts of alloys, their favour is often necessary for many large megastructure projects to be approved, and as a result, despite their harsh home, the Burnt Clan has become incredibly rich in both influence and luxury, living in wondrously furnished and outright palatial habitats enhanced by technology and knowledge gifted from other Clans. It was this prosperity that led the CEC eagerly plunder Crucible, repurposing its industries to serve their own effort, but difficulties in the inhospitable climate and an eventual Coalition counteroffensive prevented them from fully subjugating the planet.

House of Blooming

Responsible for vast agricultural complexes on Vurur and beyond, the ancient House of Blooming controls the breadbaskets of the Ecumene, having become masters of genetics and hydroponics. Their facilities were some of the most fiercely defended during the Hyper War, producing much of the rations needed to keep the war effort going and preventing outright starvation on many worlds.

House of Voyagers

Small but skilled, the House of Voyagers control small outposts on the fringes of Ecumene space, exploring and surveying uninhabited systems and furthering scientific research. They emerged largely unscathed from the Hyper War due to largely being too small and out of the way to merit the CEC's attention.

Guild of Inner Mysteries

Charged by the Ecumene Parliament with advanced scientific research, the Guild of Inner Mysteries maintains several expansive Colonies throughout the Ecume specialised in either observing specific phenomena or undertaking certain lines of research. Rumours that they have a vast intelligence division tasked with plundering the scientific secrets the other Clans are unwilling to part with have never been substantiated, but they have also never been thoroughly disproven, as the Guild of Inner Mysteries submits only to the Ecumene Parliament's oversight.

House of the Deep

Inhabitants of the ocean world of Kahr, the House of the Deep export resources and food farmed from the deep sea, constructing resilient and expansive habitats at the bottom of Kahr's ocean. Famed for their dark senses of humour and gruff demeanour, they still laugh at the limited CEC expeditions sent to subjugate them that were sent quickly fleeing to shallower waters before opting for easier prey.

Rumours abound as to their worship of strange gods beneath the deep, which seems to be something of a running gag the House of the Deep themselves encourage.


Clan of the Outer Spheres

Formed in the last few years as an amalgamation of Clans almost wiped out by the CEC invasion, the Clan of the Outer Spheres is sullen and unambitious, too focused on reconstructing the meagre scraps of Tfenr civilisation in the outer systems of the Ecumene to care much for politics beyond their own territory.
Despite an attempt at increased militarisation to deter the rising human threat, the Tfenr were ill prepared when, in the Hyper War's second year, a massive CEC Fleet commanded by the young and ambitious human Admiral, Cornelia Duméril, jumped into Tfenr space and dared the Ecumene to stop her.

With an uncoordinated response from the assorted Clans and Guilds, it was nonetheless an immense shock when the preeminent security force among the Tfenr, the House of Custodians, saw their defence fleet all but completely obliterated at the Battle of Avellra. With their historic focus being on countering piracy and otherwise escorting convoys of civilian vessels, the House of Custodians were ill-prepared for the sophisticated weaponry and cunning tactics of the CEC Fleet, and could do little but wait to die as sophisticated point defense lasers eliminated most Tfenr projectiles before they had a chance to scratch most of the human ships, and a brutal pincer movement made any attempt at buying time for any ships to escape a bloody affair. With a combined Fleet of 146 ships at the beginning of the battle, the remnants of the Custodians escaped with barely twelve to attempt to warn the rest of the Ecumene.

A warning did little to help, however, and what followed can scarcely be called war. Defeating numerous remaining fleets in detail, the CEC rampaged through Tfenr space, pillaging settlements for technology and resources and destroying all they could not take with them or use as an operating base. Delicate structures centuries in the making were shattered to pieces and stripped for scrap. Habitats were ruptured and deorbited, cleansing entire systems of anything that would allow the Tfenr to exist in their own atmosphere. Archives containing the wisdom of centuries of building among the Tfenr were seized, their knowledge turned mercilessly against their creators. What had taken centuries to build was being systematically erased in seconds.

For the Tfenr, it was no mere war of conquest. It was the end of all things. For a Tfenr is not thought to be truly gone from the universe until all that they have built, all that they have imbued with their vital essence, is lost. So, in so thoroughly devastating the myriad structures built by so many across Tfenr space, the CEC Fleet were not simply denying their enemies resources and shelter, but assailing the very soul of the Ecumene, threatening the permanent severance of the Tfenr from their cherished ancestors.

And so, even as the Ecumene pulled what fleets remained away into the depths of space, preparing for a long, bitter campaign of guerilla raiding, the humans were surprised to find their foes' ferocity only grew as they penetrated further into Tfenr space. Though the Tfenr fleets took a decade to recover and begin to do more than harass human stragglers, the Tfenr people fought a fierce war of attrition against the CEC's efforts to plunder their civilisation. All aspects of society turned to doing what they could to fight back.

The CEC had the technological advantage, and their fleets remained undefeated, but they were spread thin, fighting a vast population and increasing numbers of Coalition reinforcements. While they inflicted vast casualties and shipped millions of tons in plundered resources back to CEC space, Admiral Duméril's fleet was not immune to a slow, bitter death by attrition, and as the war galaxy-wide began to turn against the CEC in its last decade and in spite of Admiral Duméril's growing obsession with defeating the Ecumene, the CEC forces were slowly but surely forced to consolidate, rallying at strong points and one by one abandoning positions they no longer had the strength to hold.

With her superiors unconvinced that reinforcements would save the failing campaign, Duméril's forces turned to scorched earth tactics, destroying all that they could before rallying to a final stronghold, the Tfenr's own homeworld, Vurur. The Admiral was determined to win another decisive battle, but as the assembled Coalition Fleet poured in from all sides and Tfenr insurgents fired makeshift anti-ship weaponry from the surface, it became clear that this was a fight the CEC could not win. Even so, it was a costly fight, and Vurur's people are still conducting the delicate work of respectfully removing each allied shipwreck from orbit as tombs of the honoured dead.

In the end, the CEC ordered a retreat, though Admiral Duméril, refusing to retreat, took poison rather than surrender.

The war was yet to end for another six years, and many more costly fights awaited, but the Tfenr had survived, though at a terrible cost. Against their wishes, they had been forced to learn how to wage war. Now they faced the difficult prospect of remembering how to live.

Declarations:

What you expect to get from the humans at the treaty: Reparations, a pact of permanent non-aggression, permission to construct megastructures within human space.
Your factions opinion on the orbiting races: Uplift - Our prosperity and expertise would be wasted
if we only used them for ourselves - we must stand with the galaxy, that together we might achieve ever greater dreams.
Opinion on the Assembly of Species role: Consolidator - Only by standing together and truly coordinating can the galaxy ensure peace. The Assembly must build closer bonds and establish common institutions to help the galaxy heal.
Two rivals for your polity: Kazeds @Scrivener, Ysharin Kherata @Red Robyn
And two allies: SFCR @khan2012, Tsirixi Union @CobaltCloyster

Tfenr Military Deployments:

  • Coalition Expeditionary Force, Sol - 2 Fleets, 2 Armies
  • SFCR Expeditionary Force, Murajev - 4 Fleets, 4 Armies
  • Tsirixi Union Expeditionary Force, Tsira - 2 Fleets, 2 Armies
  • Grenk Occupation Garrison, Grenk - 2 Fleets, 2 Armies
  • Combined Ecumene Defense Fleet, Vurur - 8 Fleets, 8 Armies
 
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The Caelid
Polity name: The Domain of the Caelid
Species: The Caelid
Drive: 8 (Tech 2)
Domain: 3 (Tech 2)
Military: 6 (Tech 1.)
Player League: Hierarchy
Flaws:
Hyper Specialized Worlds: Your polity houses many worlds that are hyper specialized towards specific ends. While this leaves them very capable in their area of focus, lack of redundancy leaves you vulnerable should the worst occur. [One Point.]
Restless Warriors: Whatever they call themselves you have a martial class in your society with significant influence and a culture that demands they prove themselves in conflict. if you are not able to satisfy them with external wars, they may turn instead on each other. [Two points]
Paranoid Intelligence Institutions: Your intelligence agencies have taken hyper-vigilance to its fullest. They see knives in every shadow, and react accordingly. [Two Points.]
Preferred location: L, V, T
Declarations:
What you expect to get from the humans at the treaty: The bounty of the greatest empire the Galaxy has seen in millennia, Humanity, lays at our feet. We must secure our hunk of flesh - be it economic, military, or otherwise. This is a nigh unprecedented event in the history of the Galaxy, and the Caelid cannot miss out on it.

Your factions opinion on the orbiting races: Exploiter. The dregs of the universe cannot match up to the glory of the Caelid. And besides, our government is not for them - it is for us.

Opinion on the Assembly of Species role: Filibuster. The Assembly of Species is a failed institution that only prolonged the war. This war would have been over a long time ago if it wasn't for them getting in our way.

Two rivals for your polity: (Note, these will be picked after apps are selected.)

And one ally: (Note, these will be picked after apps are selected.)

History:
Who are the Caelid, exactly? Strong allies of the Galaxy during the war? A singleminded race determined to leave their mark on the galaxy? A unthinking cult dedicated to their Supreme Ruler? None of these are quite right, but each has a kernel of truth within it.

Ever since the Caelid reached galactic prominence, they have been an enigma to outsiders. Fiercely territorial and reluctant to share with the other species of the galaxy, the Caelid have slowly but steadily grown their race under the guidance of their Supreme Rulers. The modern history of the race has been dominated by these Caelid, elevated to dictatorial power for twenty five year terms, with lifelong immunity to boot. The race is long lived, but not so long lived that these are short terms. Supreme Rulers guide society in the direction they see fit, and mobilize all the resources of the state to do it. In the past decades, this has meant strengthening the institutional power of the Militarists, who fought in the war against Humanity. But now that the war is seemingly over, the Caelid stand at a crossroads. There are those who believe that stability is neccessary, while others whisper that Humanity's only flaw is that they lost. What comes to the Caelid next is up to the next Supreme Leader, due to be announced by the council any day now.
 
Polity Name: Jingyu Space

Species: the Jingyu

Telepathic spacefaring whale-octopi, the Jingyu have existed since time immemorial. Travelling in nomadic pods through outer space, their duty, as it has always been, to organize the universe. They are adherents of the ideology of Cosmism: that galaxy is but the dust of their ancestors, and their duty, as their ancestors begat them, is to beget their ancestors anew. In practical terms, that means the maximization of sentient (read Jingyu) life. So, they travel from planet to planet, harvesting as many resources as they can, to facilitate the further development of spread of their species to every star, until every atom is made to live and all are finally family.

The war was an accident. The Gronk demanded submission; the Jingyu did not understand. A slaughter – the worst of crimes, transformation of being-into-dust, the antithesis of the cosmic task. It is ended now, and that is good.

Government: Psychic Anarcho-Democracy

Each pod makes its own collective decisions through combined meditation and debate until unanimity is found (with the same on each ship-sea). Shared emotions ensure social concord, and general consensus, though dissent is possible, if uncommon, and tends to result in a degree of shunning, even if it is eventually found convincing. Daily life, outside the work of life-expansion is filled with the finding of consensus, as each ship and pod in general further develops a discrete philosophy and science, their own version of Cosmism. There is no concept of "work" - there is but the duty to the universe, which all must contribute to, the One Task of creation. There are no classes, or jobs or factions; all are exactly equal, being brothers in the harmonious universe, performing the same collective work. There only one divide, the living versus the dead, and even that is the Jingyu's destiny to end.

Pods are entirely autonomous, except in the occasional Watch called, where all who hear a pod-signal are obligated to visit, and to discuss. This was historically rare and had little effect beyond minor trade and mutual assistance. However, they have become vastly more common during the late War, with some pods agitating for a permanent pan-Jingyu structure, a first for the species.

Leadership: Pod Do (as the group currently closest to the conduit, and therefore de facto responsible for external affairs)

Drive: 4 (Tech 2)

Every pod has a Cantor, who on their ship has a great telepathic transmission station on every frequency known to sophonts, singing eternally of universal harmony and inner peace directly into one's mind and into space for leagues around. Whether it's convincing or irritating is left to the listener.

Domain: 10 (Tech 3)

Many a plant has been "grazed" (though each might take a century to do so), with many more to come. Jingyu ships are works of art, huge crafts with hundreds of thousands or even millions of individuals contained in a large inner "sea", from which they can remotely and automatically harvest the material of the galaxy (using a great array of filter-factory-drones called "baleen") transforming it into the necessary supplies for Jingyu life, most importantly shipbuilding and reproduction. Further, effective immortality has been achieved, meaning that the living ever expand, and the dust ever retreats.

Military: 3 (Tech 1)

When you are the only people in the world, arms seem silly. This late war has been the Jingyu's only military experience, and it was a bruising one.

Player League: Prosperity

Maximization of life from available resources is the imperative for all complex beings.

Flaws:

Coming Out of the Shell (+3)

The Jingyu have kept to their corner for more than an eternity. Their Conduit was a dead end, only shifted of late to join the greater galaxy. Their home world or original evolution has long been forgotten; they have been cosmists and universal organizers for as long as their species memory goes. The idea of there being distinct species (not-ancestors, not-dust) is still a novelty, much less the barrage of ideas and commodities.

Gluttonous (+1)

There is no sustainability. There is but the harvest and the increase of the species; more ships, more Jingyu, less dust, for ever and ever we go.

Refugee Crisis (+2)

The total lack of coherent overarching government has meant Jingyu space has become home to anyone and everyone who needed somewhere to lay low. This influx has not been appreciated, especially when they have settled on planets marked for grazing.

Voidborn (+1)

To go into an atmosphere is something of great discomfort, last regularly done a cosmic eon ago. Best not.

Doves (+1)

It is a crime to turn being to dust. We did it to save ourselves, but no longer.

Locations: L, M, K

Declarations:

What you expect from humans at the treaty: A promise to be quiet, and to leave well enough alone. And some payment for our lost beings – some dust. A few planetoids would suffice.

Your faction's opinion on the orbiting races: Exploiter. We will take your planets. The universal imperative demands it.

Opinion on the Assembly of Species: Filibuster. We joined to have allies in our quest of self-protection. Why bother further? It is not congruent with the cosmic purpose to waste time talking that could be used for creation!

Rivals: TBA

Allies: TBA
 
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