Hard Contact

Smoldering Ashes
A million fires smolder throughout the galaxy, and in some corners the guns still rattle, but in Sol, the end has finally arrived.

A grand coalition fleet made of more than a dozen Conduit powers has settled throughout the entirety of Humanity's home system in a display of galactic cooperation that outshines even the highs of the Infestation Wars. They stand battered and worn from the nigh on fanatical defense, but unbroken. The Coordinated Euphrates Command lays defeated, with Admiral Albert Ortmen broadcasting the official surrender just hours after seizing control of the CEC in a bloody coup. Ortmen, realizing the day was truly lost when Coalition forces finally seized control of Luna and began to deorbit it, begged the Supreme Leader to surrender. When she steadfastly refused, promising to drown the galaxy in a tide of blood instead, he hastily organized an opposition force from desperate and disgruntled officers. Supreme Leader Amanda Barton, alongside her most steadfast supporters, were killed while directing the defense of Earth from High Commands Himilayian bunker complex even while the dropships from Coalition forces darkened the dusty skies of Earth. There, in what was expected to be the bloody climax of the war, the forces of the Coalition find little resistance from battered human forces as they occupy the cradle of Humanity alongside every speck of the Sol system, with only a few scattered, stubborn units holding out.

That much is true throughout the rest of the galaxy, with Admiral Ortmens' broadcast signaling an end to a majority of the fighting. Throughout the tattered remains of the New History Organization, Coalition forces occupy impressive swaths of territory, with troops on the ground and starships in orbit. As the Mosaic Station makes its way into the Sol system—the mere thought of which would have been suicide weeks before—to play host to the peace process which many hope will bring about a genuine galactic peace, it begins to set in that the single most destructive conflict in the galaxy has at last come to an end.

And already the Coalition begins to fray along its fault lines.

The New History Organization has—after a great deal of pain and suffering—at last been defeated. But with its fall, the unifying gravity of the Coalition fades with it. And as a new stage is set, time will tell if not only the Coalition remains, but the tenuous peace so recently and bloodily gained will stand as well.




The Hullskin Rustlords:

A civilization formed in the hulls of long dead ancient warships from a defeated navy forgotten by history, the "Hullskin" (a name given by humans and adopted by Conduit Powers) are a unique Orbital Race. It is unclear if they are descendants of the crews or arrived in the utterly vast sea of ruined hulls by some other means, but their entire civilization lives and dies in the hulls of unimaginable, and salvageable, warships. Such is the mass of the wreckage field that partially it blocks the light of the star it orbits in one great chain. Necromare, a relatively small sector, is dominated by the systems that are infested with these decayed hulks. The few systems within Necromare are particularly barren, forcing any who live within the sector to either abide by the rule of the Rustlords and their voidships, or try to make do on what few planets are around that barely support life. Living amidst the corpses of giants, the Hullskin certainly have developed an ambition to the wider universe, but the unique measure of their existence hinders them from making a conduit of their own…for the moment. Living their entire life in low gravity space hulks, they are uniquely physiologically adapted to space. As a species they are tall, thin, and almost translucent white.

Armies: 2
Fleets: 5
Ruler: Separated between various Rustlords


Karkino Republic:

A liberal republic built by the semi-aquatic, crab-like Karkinos have painstakingly spread their presence throughout their sector, for their immense size necessitates greater resources to be put into their spacecraft, not helped by the fact their preferred environment is entirely underwater. To aid in this, the subservient four armed simian race of dubious intelligence called the Arai are trained in basic tasks aboard the starships, among other things. The Karkino Republic possesses little in the way of grand ambition, cognizant as they are of the galactic political situation, focusing instead on trade and self-protection, as well as maintaining control over the Phacops sector. In this aim, as the Hyper War raged around them, they sought to arm and maintain a professional military, taking advantage of their species hardy nature. They have, through some minor miracle, largely avoided the worst of the Hyper War, defending their borders with watchful eyes and careful diplomacy. With their oceanic homeworld Opa struggling with industrial pollution the Karkino have increasingly turned to barren planetoids within their system to offload their trash, or have otherwise resolved to push the problem towards the slums and ignore it.

Army: 2
Navy: 3
Ruler: President Brachyura

Acridic Trillion:

Another insectoid race, Acridic Trillion society is divided sharply into two segments. The Acridic themselves, clad in greenish-beige carapace, average out at a lean eight feet and possess buzzing wings which grant them flight, yet are remarkably low in population. They stand at the top, organized into groups of loose tribes, who all obey the Great Hopper. And the Uah, of which the tallest and greatest of them can reach five feet. Timid and community focused, the Uah have been easily cowed by the aggressive Acridic. Despite their forceful nature, borderline cruelty even, the Acridic are relatively hands off in how they rule the Uah, coming by only to enforce heavy taxes on resources. Whether that resources be mineral, food, or even bodies for the Acridic's Trillion military in times of emergencies, all depends on the mood and needs of the clan in question. The Acridic have proven jealous hoarders of the Uah, incidentally proving to be surprisingly able protectors when the spasming aftershocks of the fighting against the Paxillus briefly touched the Locus sector. Despite their status as an Orbital Race, the Acridic Trillion does not lack ambition, and they have taken a keen interest in foreign affairs.

Army: 4
Navy: 4
Ruler: Great Hopper Ju


The Melbu Saad:

Peaceful, long lived, and slow moving, the Melbu have been largely content to approach things at their own pace since time immemorial. Sapient consciousness formed out of dozens to hundreds of trees networked together, the gentle giants of the Melbu possess little in the way of a functioning government as most states would understand it. Due to their simultaneously low yet high population—for the networked minds act as one in several bodies—and their innate connection to one another, the Melbu often act by pure consensus via root-bonded meetings, usually acting as one. The downside to such unity is that it often takes a long time for any Melbu to gather, much less deliberate on a proper course of action. When the Coordinated Euphrates Command found their homeworld, the Great Grove, it was to use it as a supply depot as well as harvest its mostly untapped resources. Unwilling to deal with the moving forests, or let her operation be held up by scientists interested in studying them, Commodore Zarina Malikova elected to simply firebomb the world from orbit. When the makeshift fleet of the Melbu Saad launched from the world, it caught the CEC taskforce by surprise, who had dismissed their sapience. As such, only a third of the Melbu fleet was destroyed by the CEC, with the rest fleeing all over the Baobob sector. It was not the complete evacuation that was initially envisioned, and over half of the Melbu burned. Those who were left hid within the sector, quietly colonizing several worlds. It is only now that the war is over that they are able to return to the Great Grove. The surface had been turned to ash, with logistical hubs and mining outposts peppering the planet. Faced with this ruin, the Melbu Saad must deliberate what to do with their slaughtered world, and the slave labor left behind by the CEC as they pulled out from the region.

Army: 2
Navy: 3
Ruler: ???

The Hurawn Stardom:

Centuries ago, when the great lizards shed the earthly chains of their home, the great king declared a new title for himself and his people: Of a Starlord and his Stardom. They spread throughout the sector quickly, for there was little in the way of competition for them in their backyard. When they joined the galactic community it should've been as unremarkable as any Orbital Races introduction to the wider galaxy. However they ran afoul of the Imperial Ulvor Union, who desired a share of their trade. Particularly their tea and the sacred Ru trees, purple barked whose branches take on a bell like shape, both native to their homeworld Lawan. The Hurawn were affronted, and attempted to cut off relations, but the IUU forced the issue. They sent a fleet and held the much weaker Hurawn at gunpoint until they acceded to the IUU's demands. Humiliated and resentful, a national obsession started in the Hurawn Stardom—the desire to own a Conduit for themselves, no matter how miniscule, so as to never be so weak again. The project took generations, slowed by IUU meddling, and was finally finished only a decade before the Hyper War started. For a just moment, the Hurawn basked in the increase of trade and prestige that trickled towards Far Komod, their honor restored—until the Hyper War kicked off, and the Coordinated Euphrates Command bulldozed throughout their sector, seizing most of it within a week, and kicking the Hurawn back to a smattering of frontier worlds while the CEC seized control of the strategic Hurawn Gate to further propel their conquests. There the Stardom seethed, joining the Coalition in a desperate attempt to take back their lands. Yet to their shame, they could provide only military intelligence and local guides, for their power had been savaged by the CEC. In the final battle for Hurawn Gate they provided vital intelligence which aided in the CEC's defeat at the battle, while coordinating their offensive to retake Far Komod with the battles start. But with the end of the war, they find their star of destiny has been taken from them once again, as the Yan-Yaboth seek their new home, seizing control of the Hurawn Gate in the process. An official protest has been lodged with the Assembly of Species, but few within the Stardom expect anything to come at it, and already resentment begins to curdle into xenophobia.

Army: 3
Navy: 3
Ruler: Starlord Pora

Jaghaban Autocracy:

A collection of warlords play acting as a state, the Jaghaban Autocracy is more of a loose coalition than it is a true dictatorship. Fur covered and physically diminutive, the Jangaban have long since spread themselves across the Gospod sector, with most of their impressive history effectively summed up as a series of rotating wars between prideful lords jockeying for position and power. It is only in the last two hundred years that the Jaghaban have been unified, though such a term loosely defines the current state of the Autocracy. Four great system lords rule in the Autocracy. The Yurvievch, Timur, Kondrati, and Olegovich, each group in charge of multiple systems within the Gospod sector. Each of them despise the other, but are cognizant enough to recognize that their interests are better served if their sector is able to provide a united front against the rest of the galaxy. The title of Tsar, overall leader of the Autocracy, is a rotating one. Passing between the great lords every decade. The title is mostly there out of sheer necessity, possessing little in the way of actual hard power, and relying almost entirely on the power of the great lord in question, and the moods of the other three. It is the Tsar that remains the public face to the rest of the galaxy, and often most of the trade and diplomatic actions go through them, though the other great lords are not above backroom dealing should they feel it necessary.

Army: 4
Fleet: 4
Ruler: Tsar Ratvonich

The Erd Kingdom:

Only two decades ago, the stars were gods and guides to the Erd. Only two decades ago, their homeworld was an unknown wonder to be explored. Only two decades ago, the Erd had no name for themselves, much less their home. Only two decades ago, their small tribes wandered their icy home, at the start of a long journey of development most species are familiar with. This all changed when the warships of the New History Organization arrived in the skies of their icy homeworld. Initially a survey ship, scouting for resources and eligible military sites to aid in their war against the Koldaki, the Erd's truly massive size and stout constitution impressed the CEC. The Erd were ripped from their homeworld by the NHO, and spread throughout the Dinothere sector in order to aid with the establishment of a proper NHO military presence. The Erd were treated as barely intelligent slave labor, forced to work in harsh conditions throughout the sector. That the Erd race survives at all is in large part due to the CEC flash-cloning specimens they found useful. Despite the horrors they were put through, the Erd proved hardier than even their Human overlords expected, and much more clever. A fire was rising throughout Dinothere, right under the nose of the NHO, as secret messages were passed from worksite to worksite. While the whip cracked, the Erd toiled, not only in the mines and factories, but in quiet meetings between disgruntled workers, binding themselves together. While their overlords sneered, the Erd learned, and while their masters bled them, the Erd armed themselves. From the NHO's perspective, Dinothere exploded practically overnight in an orgy of violence. The Erd rose against their erstwhile masters, the disparate resistance groups brought together by the legendary Sapra, a resistance fighter against the NHO who is viewed with a nigh on religious reverence by the Erd. Their overlords, distracted with the Koldaki and otherwise dismissive of the Erd, were caught off guard, giving the Erd groups precious momentum and time to find their footing. By the time the CEC reorganized, the Erd had swept through half the sector, liberating slaves as they went in an almost rapturous tide. This met a hard wall when faced with the proper might of the CEC, who preferred that the whole sector would burn rather than let it fall into Erd hands, and the Erd spent the rest of the war slowly pushing the NHO from Dinothere, organizing themselves under six different warlords, all bowing to Sapra. Now the fighting is done, but the promised peace seems dismal. Few of the Erd are actually learned, most of them either being unskilled and illiterate laborers or warriors, making do with what industrial power is left, stolen equipment, and the generosity of the Coalition. Only a few highly talented administrators and scientists keep things running while the prideful warlords begin to squabble amongst themselves. Only one figure can keep the Erd together, but the great Sapra lays on her deathbed, poisoned by the Humans foul atomic weaponry as cancerous growths spread through her body.

Army: 4
Fleet: 2
Ruler: Queen Sapra

The Hive Hospitaller(Formerly the Krikk'xi hive):

A race of giant ant aliens living in hives with queens and drones, strong and hard working. For generations they have served as vassals to the owner of their conduit, since at least before the IUU. When the CEC displaced the IUU and took the conduit, the Krikk'xi reached out immediately to ask when and where the new ruler would like their tribute. Though xenophobic the Krikk'xi soon had a strangely positive view from humanity as a model alien race that never complained or questioned its place. The Krikk'xi mined and sent minerals and always obeyed. As the war grew more intense the need for minerals started to outpace Krikk'xi ability to produce with their manpower, something the CEC solved by sending dissidents to labor in Krikk'xi mines, testament to the degree to which the CEC saw the Krikk'xi as almost furniture in their reliable service. These dissidents took many shapes and forms in the "apolitical" CEC but one form was religious dissidents loyal to organized faiths the CEC saw as threats. Little did the CEC realize the danger of sending the Jesuits to Krikk'xi space. Countless generations of unquestionably serving the hegemon as the drones served the queen were exposed to new ideas such as inherent dignity and the concept of an immortal soul. The ever growing need for ore to fuel the war machine drove human dissidents to the grave and wore thin even Krikk'xi strength and as the war started to turn against humanity the Krikk'xi sent a request to the CEC for reduced tribute and a "missionary" from the "Pope". The local admiral overzealously ordered a purge of the Krikk'xi not realizing that though they had never once showed any hostility before giant insects that bored through bedrocks were not harmless. The hasty attack failed, the Krikk'xi revolted and now that the hyperwar is over they have vowed to no more be mindless drones of their conduit holder. They have joined the universal Catholic Church, but they're not entirely sure what that means.

Army: 3
Fleet: 4
Ruler: Queen Kxi

Great Cabayush:

Initially a nomadic race that had fled their homeworlds destruction, the four legged and two armed Caba overran the Boia, the previous Orbital Race three centuries ago, seizing control from the lethargic, diminutive manilian Boia with their superior knowledge of void warfare and overall ruthlessness. However since settling down the Caba have begun to abandon their previous traditions, taking the garb and speak of the Boia instead, practically assimilating into the culture they've conquered. The Great Cabayush has spread throughout the Koxinga sector with an imperialistic fervor. While not the most technologically advanced—in particular limited by their engines—the Great Cabayush have made excellent time in colonizing the entirety of their sector. If the winds continue to favor them, it is likely they will be able to become a Conduit race, given time, resources, and knowledge.

Army: 3
Fleet: 4
Ruler: Emperor Boal

The Orrery:

For most, the Orrery has been a mild curiosity since its discovery millennium ago. Most Precursor artifacts found are untended by anything except time, simply left behind by those that built them. Discovered by pure accident by legendary explorers two thousand years ago, they found an entire sector centered around a single planetary system. A great watchstation, manned and maintained by Precursors drones. It was a discovery for the ages that the explorers could only touch the edges of, for while the drones cared little for the rest of the sector, they guarded the Orrery zealously, giving the explorers only one warning before they were fired upon. While the explorers managed a bare escape, and set up observation stations on the Orrery itself later in their lives, none have come as close as they have to the prime star system of the Orrery. What goes on there can only be witnessed from afar, and even that is difficult. In the thousands of years since, a good deal of study has been devoted to the Orrery, though the wonder of its discovery has worn off for most. All that has been confirmed is that the Orrery is essentially one big telescope, ever observing the stars. The limit of which has not been found. And that the drones that occupy the sector are self-maintaining and otherwise docile unless provoked, indifferent to most presence in the otherwise empty and barren sector. What they're watching for, and what else they may be doing, no one has managed to figure out.

Army: 10 [Tech 3]
Fleet: 10 [Tech 3]
Ruler: ???

The Rititi Mi: A race of diminutive reptilians that live primarily off of insects, their physical weakness and the sweeping megafauna that populate their homeworld has led to a deep seated paranoia most would label 'pure cowardice' instead, and a cultural obsession of compensating via convoluted plots, traps, and other means. Primarily through the use of overwhelming firepower, for since the first discovery of blackpowder the Rititi Mi have been in love with high explosives, using them to begin the first steps of truly seizing control over their homeworld. The Rititi Mi spread throughout their sector from their homeworld—designated as R.M Prime as a compromise measure during unification—with relative ease, lacking any serious competition as Delcourti proved relatively barren of sapient life. The Rititi Mi consider themselves a serious military power, and are eager to flaunt their arsenal at any opportunity, aware at how their nasally voices and nervous disposition effects galactic perception of them, and over eager to compensate. This has led to the latest evolution of the Rititi Mi's cultural obsession with big weapons—the special weapons development program. The SWDP, the Rititi Mi claim, helped them see off the Coordinated Euphrates Command during the war with marvelous ease. Any comments that such only occurred due to the New History Organizations entanglement with the Coalition in the region, and that they barely interacted with the Delcourti sector is furiously denied by the Rititi Mi. Indeed, they insist that they have proven themselves as a military power, and demand to be taken seriously as a result, painfully conscious as they are to the treatment of Orbital Races throughout the galaxy. According to reports to the Assembly of Species the Mi have begun work on a Conduit of their own, though whether that is true or another ploy of the Rititi Mi is up to debate.

Army: 4
Fleet: 6
Ruler: The Magnificent Miti

Dretha Grand State:

To be a member of the Dretha Grand State is to know only humiliation. It is to be sustained by pure bitterness, and to cleanse oneself in nothing but hate. Thrice, has the Grand State toiled to make a Conduit and rise to a more blessed status. Thrice has their hopes been denied, smashed to pieces by alien powers. The first was long ago, a thousand years before the galaxies current troubles, where a squabble between ancient powers labeled only with derisive slurs in the Dretha language saw their newly complete Conduit destroyed in some act of imperialistic hubris. The second was during the Infestation Wars, where the Dretha had managed a few years of blissful peace with a Conduit of their own construction, only to see it destroyed in the long and unpleasant battles against the Xalon. The third and final was the Hyper War itself, where fierce battles between the Coordinated Euphrates Command and Holy Remnant saw the Dretha's barely constructed Conduit shattered in the fighting, and the Grand State bloodied as mere collateral in the grappling of greater powers. Now, the Dretha Grand State gathers itself, and plans for a fourth. There is no other reason for it to exist, for the desire for a Conduit has become a desperate need that runs deep through the Dretha's blood. They will see their people starve, bled white, skies choked and planets drained happily for one more chance. They can comprehend nothing else, for their whole society has been reorientated around this goal.

They will have their Conduit, or they will die. There is no other option for the Dretha Grand State

Army: 4
Fleet: 5
Ruler: The Grand Coordinator Jurao

Colonial Dynamics Group:

Originally founded by Ko Porapa, a particularly enterprising Ulvor, a century before the Hyper War began to exploit the newly discovered Polyfund sector, the CDG has long since transformed from its initial vision. The colonial empire Porapa started—which had drained the blood and resources from the native 'primitive' people of the Polyfund sector, most of whom barely had access to space travel—has long since collapsed in on itself, destroyed by colonial revolts, left unsuppressed by the Imperial Ulvor Union, who had become increasingly entangled with the Coordinated Euphrates Command. The board was slaughtered, with most of the company personnel falling alongside them or fleeing from Polyfund altogether. It was a moment of triumph, but in the aftermath of victory the ambitious plans of the revolutionaries ran into a wall. Few among them were adept at managing an interstellar nation, lacking the institutional knowledge, or structure to make it happen. And the six species that made up the great revolt could not agree how to split the territory they had all gained together, and so as a compromise they kept the skeleton structure of the Colonial Dynamics Group intact, using it as a place to manage conflict between them, and keep each their colonies functioning, for each was already economically intertwined. While the six colonies have grown since the revolt, the CDG has managed to stick around. Nowadays it operates as a sort of trade league, uniting the six colonies and operating in a supranational sense, acting as a united face for interaction with the rest of the galaxy, and with each colony owning a stake in the company. The CDG manages a surprisingly robust export focused economy, though that was bruised in the Hyper War, where the CDG did its best to maintain its neutrality, and was largely ignored by the NHO. Officially, the Colonial Dynamics Group does not hold any sway whatsoever over domestic policy. The truth of it, however, is that it holds an immense amount of soft power, and if anyone wants anything done in the six colonies, the Colonial Dynamics Group will be involved in some way, shape, or form.

Army: 4
Fleet: 4
Ruler: Director Orik

The Yinh Star Republic:

One of the few single species nations in the galaxy, the Star Republic is populated entirely by the Yinh, segmented worms that evolved on a harsh desert world called Kurukura. In the process of seizing control of their sector—which they have renamed to 'One Yinh'—they engaged in several wars with other Orbital Races within their sector, kicking each and every one of them out into the wider galaxy in a fit of paranoia. That was two centuries ago, and since then the Star Republic has only doubled down, retreating into isolation and closing their borders after their attempts to find a Conduit Race patron failed. For most polities, a retreat to isolation would ensure that the galaxy forgot ones existence, such are the vast matters most have to deal with. But even in splendid isolation, the Yinh made noise. Military expenditure ballooned to disgustingly bloated degrees, at the expense of every other sector of their society. Repression has been the only way for the government to keep its current policies, and remain in control, alongside shameless indoctrination and propaganda. The Supreme Leader is venerated in the same breath one might whisper of a deity, while 'dissidents' are forced into work camps all over the sector to fuel the state's endless hunger. Food is more a privilege than a fundamental right, with starvation lurking around every corner should one creaking pillar tumble the wrong way. Defectors fleeing this tightly controlled society have helped to sensationalize the Star Republic in the galactic consciousness, with a reputation as being a horrible joke of a state, rendering it relatively infamous.

The Yinh Star Republic has raised the alert level of its forces with the Ysharin deployment to their sector, and have already demanded that they depart.

Army: 5
Fleet: 6
Ruler: Supreme Leader Yop


The Congregation of the Patient:

Founded in the days of the Infestation Wars by a small smattering of refugees left behind Xalon lines during some of the worst of the fighting over the Z4 Prime Conduit. The Congregation was too miniscule and isolated within their new home sector to merit much attention from the Hive-Queens, and were left—terrified—to their devices. Since then they have grown throughout the rest of the sector, slowly and organically. They met with little competition from any potential natives of the sector, for any that existed had been subsumed by the Xalon. While the Congregation of the Patient does participate in galactic affairs, it largely keeps to itself, content with its current status and lacking any grander ambition to become a Conduit race. When they do act in galactic affairs, it is often with politeness and an inoffensive tone. Throughout the years the Congregation has become notable for its open acceptance of refugees, offering safe harbor for any fleeing hard times. They do not force their religion on anyone, but for those who do make their way to the Congregation, it is difficult to not get involved in some capacity. Indeed, their religion may be the only truly odd thing, disturbing even, about the Congregation. For they worship the Xalon.

Of course, not literally, or so the official line goes. They state they view the Xalon as a devil figure, a Legion Adversary whose return would smite the wicked and test the virtuous. And that upon their apocalyptic return, the Congregation will be left to heal and rebuild amongst the ashes of everyone who has wronged them. Conspiracy theories, dismissed harshly by the Congregation, state that the Congregation of the Patient might be planning to somehow hasten the return of the Xalon, which is viewed as little more than slander and nigh on blasphemy by the Congregation.

Army: 2
Fleet: 2
Ruler: The Illuminated One

The Yoth:

The Yothi emerged from the cradle of their homeworld not to an open or even peaceful galaxy, but to one held in the throes of one of the most vicious wars to bloody its stars. The Hyper War has shaken Yothi society to its core, inducing in them a deep seated social and institutional terror at the mere prospect of interstellar annihilation. Their every act of foreign policy has been focused around the act of conducting themselves as the ideal Orbital Race from the view of a Conduit Race; that of a meek, subservient race that heaps gifts and praise upon any greater power, often in the native language of said power. All the while they have sought to secure their home sector, Proskyn, by any means possible. The lengths of which are impossible to tell, at the moment. But knowing how fearful and vicious cornered animals can be, it is doubtful it is anything pleasant. Their society has turned increasingly authoritarian as a result of their introduction to the greater galactic community, with their democratic values shriveling, and their left-leaning parties and institutions being crushed in the name of self-preservation.

Army: 2
Fleet: 3
Ruler: Primer Yu'uhoth
 
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An Introduction To Your New Life.

So you made the jump. You went and got a Sadu Schudda passport. You're by government fiat the ship now, no matter who you were originally. Gynnaire, Antaran, one of those weird guys up north-way. Either way, if you joined with the whales, that means you probably weren't too hot on the grav life to start with.

I'm Captain Amoch. I pinnace the good ship S3 Sunlight Scones. Been a Sadu citizen for going on fifty years now, and I'd like to talk to a new hand about how things work out here.

Here's the good: The Sadu Schudda went and made sure to get a strong passport. As long as you're not carrying anything explosive, you can go to most conduits without custom checks longer than gods are old. They love talking shop on ships as well. They got mechanics, even expatriates, that can slap on any sort of mod on your old junker, make it race. We're not even talking about their custom biomech mix, which is aces for cutting down on maintenance costs, since it's a living thing, it's got self healing capacity.

The law here doesn't cover crew stuff, either. So if you're a bastard, you can go and abuse your crew, wring every single drop out of them, and the Sadu doesn't care. Of course, there's the flipside: if your crew thinks you've been short changing them, they can slit your throat and chuck you out of the airlock and it's not a crime. At most, a passing whale might note that the guy on the intercom sounds different.

And about that: these are huge, well built, tough ships, the whales. They were built to do everything, and I mean everything. Mining, long term travel, sun sipping, manufacturing, and even combat. That means that to them, a nuke is just the equivilant of unscoping a baton during a bar fight. If someone doesn't like the deal you wrote to them, they are fully in their rights to fire a fission missile across your bow. 'Course, murder's still a crime, but the Sadu keep to themselves and space is really, really big. I hear a lot of stories about cargo rustling in lesser traveled sectors.

The sheriffs come down like a bag of hammers, and the citizens here do the ol' hue and cry if they see someone firing at someone. Still, it's better if you move in groups.

I guess I was gonna talk about the bad, but I done and rolled them in with the good. It's lonely here. Desperately lonely. Only guys on the planets are temp crew. The food's all crap, because it's all imports.

Still, keep to regular old spaceships, or just cruise the conduits. It's a good life out here, and I'll keep on yammering about how to make it here in the next couple of updates….
 
A Day in the life of an Artificer

Nare Ni Alimaras (Flicker by Riverlight) is an Artifiicer of the Aerondmore Clan. In the words of the galaxy's Historical Materialists, she is part of a 'class' of Lay Mechanists who create the core deviation to create the unique mode of production in the Palatinate.

Flicker is exceptionally well read for a Gynnaire, and disputes the descriptor of class on the grounds of an implication of a stationary and heritable means ascribed to Artificers. Riverlight is an artificer because, among her immediate work and life mates, she understands the use of the most parts, and therefore assumes the most complex Artificial duties unless a more advanced artificer is around. As a well read Gynnaire who enjoys her work, it isn't common that this is the case, but as a self described member of the intelligentsia she proudly postures the unique existence of a "Class by Convenience".

Theory aside, Gynnaire are naturally both skittish and curious. While they may lack the interest to learn the fundamental principles behind their daily technological use, they are capable of basic repairs and memorize how to use recognizable parts to create a handful of items common to their profession or personal use - A blender to a microwave, perhaps. But for more complex repairs or object reconstitutions, you go to a local artificer. It's generally not a profession per se - most have -albeit reduced - responsibilities identical to their workmates, but are expected to contribute their wider knowledge and skill set to cover for the lessened responsibilities.

Today, Flicker by Riverlight has been asked by her workmates to fix one of the major processors at the frontier farm that the Aerondmore Clan owns. Greeting her workmate with the traditional trade of snacks. Flicker sizes up the Processor as much on intuition as the warning reports on the input screen. Her tail whips in annoyance as she realizes that one of the parts itself is broken, which is almost certainly broken because of one of the Pups messing around. Of course the pups had to learn, but there is an old clanner's axiom that the most skilled artificers can be identified young by how fiercely they resist playing with provided example parts to use and break real ones.

Understand - there are no Food Processor factories in the Palatinate. Nor car factories, Weapons factories, or any factory for a specific conceptual item. What there are, are, to use a terran descriptor, Parts factories. Of course Gynnaire would simply call them a Factory. For them, a specific car factory is an incomprehensible concept - as are proprietary items or specific purpose parts. Gynnaire do not put a part into production until it can fulfill more duties than one Gynnaire could reasonably learn in their lifetime. Sure, there are specific Assembleraries where multiple artificers and genuine engineers engage in much larger projects like warships or entire skyscrapers, but factories make parts, parts that can be used in any object imaginable and then reused in a different one, mostly by artificers.

The food processor needs to be working again to make the quota set down by the Clanlords - often incorrectly translated as "Dukes". Flicker by Riverlight doesn't think to order a replacement part. If she did suggest it her workmates would have her escorted to a hospital. The Clan has a shipment coming in of assorted parts that would include the broken element, but a Gynnaire's, especially an artificer's, first thought is not "this part would replace them", so much as "these combination of parts would result in a similar outcome." To that end, Flicker sets off to the heart of any Clan or subclan living arrangement - the kitchen.

Food is a major part of Gynnaire culture, naturally. Greetings include food and social hierarchies are often defined by seating arrangements and dining order. But it's also where the prevalence of most available parts is stored, through various appliances, entertainment devices, and other items. The presence of snacks is an unspoken bonus. For the processor, Flicker by Riverlight needs part A4 from the Recaff machine and C73 from the Toaster. Of course, it would be a crime to leave the Recaff machine dysfunctional, so a piece is moved from the from here to there and there to here and viola and through some clever intuition Flicker only has to grab one spare D58 for the A4 and C37 to be attained without debilitating the kitchen - or just as important, forgoing the deep seeded sense of asthetic that Gynnaire had. Just because their technology was a lay mismatch of parts doesn't mean that it has to be ugly.

The door to the kitchen opens, and her lifemate smiles as the Agirburrow's pups return from the Clan Creche. They will live and learn mostly at the creche, but Clans are close knit communities, and it is expected that they take trips to their parents - and other abodes in the same Burrow- as part of the process of maturation, education, and conditioning, and socialization. Burrows, mind, are the local appendage of a wider clan underneath an appointed chieftain and usually centered around the creche. Several pups bound into Flickerlight in excitement, hoping for her to artifice some new toy. Slyly, she tries to figure out which one fancied themselves a tinkerer, but ultimately had to extract herself to finish her current work.

Abodes were the translation for the specific communal living area that make up a Burrow or central clan, usually paired with their purpose. A few dozen individual Gynnaire would live in one, no more than a hundred outside of the service, and were usually overseen by an Elder from within the local burrow. Flicker's elder was currently mildly annoyed by the delay caused by the pups, but those same pups also resulted in the Elder's glare turning to smiles as a particularly favored pup of him came to show him an essay he'd written in the creche.

The Artificerial work done, Flicker By Riverlight returns to the main work of this Agribode - agriculture. Much of the work is done by tractors, but those tractors have operators. And now one of those operators are Nare Ni Alimaras. The Aerondmore clan was fortunate to employ several day laborers from the Hyzearean minority of the world - the old Conduit race that the Gynnaire supplanted some terran centuries ago. Bereft of the support structures of the Gynnaire clans, Flicker had some sympathy for them. They were mostly left to their own devices, and Flicker didn't think too much of them outside of budget meetings to ensure they got a livable wage.

Gynnaire generally have two large meals - one in the morning and one at night. Snacks are all the time, any other time. It changes from burrow to burrow, job to job, clan to clan, emphasis is placed on one specific one as a major social affair and the other is generally more come and go casual - for the lower echelon of Gynnaire society. The Most prestigious Clans, and the most prestigious elements of those clans have more complex and larger meals at both breakfast and lunch. The Aerondmore Clan was not rich, and this burrow was mainly agricultural on the periphery, so dinner was the big meal. The local chief of the burrow tried to organize as many pan burrow meals as possible, but today was just a small family affair. The pups were staying over for dinner, but they'd be back at the Creche soon enough. Flicker and her lifemate tried to walk them back separately, hoping for some alone time, but the elder harrumphed and now it was going to be the after dinner event.

Such was life.

///

Nare Ni Alimaras (Flicker by Riverlight) is an Artifiicer of the Aerondmore Clan. She would be recognized amongst the Galaxy as a member of the Willowbane Faction, a loyalist to the true Prince and secret soldier against the Terran Warmachine.

Flicker is exceptionally well read for a Gynnaire, but even if she cognizantly recognizes the tools that the Grand Prince uses to compel loyalty through Propaganda her resolve is firmly reinforced.

Today, a patrol of Skitterist Traitors have entered the Aerondmore Clan's domain. The Clanlord, or Duke in terranspeak, was killed in the skirmishing that brought this world into the Skitterist occupation, and the Aerondmore Clan hasn't forgiven it. As a deeply eusocial species, Gynnaire develop deep bonds to their workmates, their Clankin, and their King. The offense the Skitterists, the Yutkarks, and their Terran masters caused will not go unanswered. Watching from the window of the Agribode, a patrol of Gynnaire soldiers, some Hyzerian Auxiliaries and squad Yutkark Mercenaries approach the door. Unsubtly, a Terran Gunship flies overhead. While her workmate stalls them at the door, demanding to see warrants, Clanlord authorization, and pretending to be obstinate when the Yutkarks don't have greeting snacks, Flicker's lifemate scurries the pups out of sight - for their safety they were withdrawn from the Clan Creche - while she calmly turns ensures that all of the rifles stashed in their abode are disguised correctly. Her tail clenched into a circle with quiet rage, only sated when her lifemate placed a hand on her shoulder.

Gynnaire technology is incredibly renowned for its modular parts exchange. They don't make objects in factories. They make parts that, for most personal projects, lay mechanists called Artificers - like Riverlight - can arrange into contraptions that fulfill a purpose described to them. It's based more on intuition and personal knowledge of different parts than an actual theoretical understanding of the principles behind them. This means on its face that hiding a cache of Army Volkite Rifles in the kitchen is as simple as reconstructing them into appliances. That will fool Yutkarks and the damnedable Terrans, but it won't fool the Skitterists if she isn't careful. Obviously even a terran can spot if there are seventy six Recaff makers for thirty eight communal workers. But while they might not realize if there are thirty machines that are hilariously over designed with the extra parts, a Skitterist Artificer would recognize that on sight. You used to have to go all the way on asthetics too, but everyone was tired, and there were cracks in the work. There were three hundred volkite rifles in these premises alone - and it was Flicker by Riverlight's sacred duty to her Clan, her mates, and her Grand prince to make sure that the parts were innocuously scattered throughout the Agribode until such time as the Reckoning came.

Confident in her work, she turned around in time to see an unusually burly Gynnaire with bright hair push past her workmate. The red castle on his helmet denoted him as an Artificer with loyalties to the Skitterist Terran Regime. Flicker made a mental note to pass this along to the local RUCO (Royal Underground Combat Organization). Flanked by traitors and occupiers, they noted the lack of activity outside of the Agribode, surely, farmers would have more work to do.

Flicker's lifemate coldly replied that Curfew was in effect, but everyone knew that was a legal fiction. When Skitterlock was installed on the throne, the Terrans had tried to co-opt existing power structures to ease transition. To the new clanlord of Aerondmore, they had made the enforcement of a curfew one of the requirements for recognition. The Terrans had been foolish enough to allow the Clanlords to define their own curfews based on local conditions and imposed quota expectations. Naturally, those Clans not inclined to the false king took the opportunity to impose deliberately obtuse and confusing curfews that allowed those engaged in their duties to the Grand Prince could reasonably site for a shred of legal protection. The excuse, by now, was running thin. But thin is not non-existent.

The traitor sneered. Then he mocks the withdrawal of the pups from the Clan Creche - the leader of the Argibode sites instability and a recent bombing but everyone is aware its the new Skitterist curriculum. Pacing the kitchen, tapping at objects and contraptions, the Traitor tries to get more of a rise from them when he notices a portrait of the murdered Clanlord. With a talon, he jeers at their loyalty.

Outsiders will hear that Gynnaire live in large tight knit clans and make some assumptions - especially if you listen to the adoration Clanlords receive from their serfs. Flicker by Riverlight has never even seen her Clanlord. Nobody in her Agribode has, but a few in the local clan have. Translated into Terran as a Burrow, it's a separated appendage headed up by a member of the Clanlord's immediate lineage that was made up of a or a series of close knit communal living abodes. Humans called them "Counts" or "Barons" or even "Marquis" depending on some criteria the occupation regime had devised, but to Gynnaire they were more accurately translated to be Clanchiefs, with distinctions really only devised for administrative purposes of if they were on royal duty. A vast chasm of wealth existed between the Clanlord's family and the rest of the Clan - something the traitor notes in his interrogation, but years of social programming and personal conviction prevent that from taking route.

Snarling, the Traitor knocked over a chair and began to depart the Aggribode. None of its residents had given them anything to go off of - the parts were all well hidden among others courtesy of Flicker by Riverlight while disciplined tongues won out over taunting draws. The Skitterists begin to filter out, but a Yutkark knocks some of the pup's art projects onto the floor, shattering them. Nuzzling her lifemate, Flicker prays that, if the Old Gods still found favor in the Grand Prince, that the head of that traitor artificer would be on a pike by week's end.

What was left now was dinner. It was a small affair. Quiet. Without pomp or social harmony. The Burrow was no longer holding so many dinners between the abodes. The Skitterists got invited then, and loomed large over the tables with greedy mouths and accusing ears. It was safer to eat at the abode. Safer to reduce the main Creche to just communal work units. Safer to wait until the Grand Prince returned. Flicker by Riverlight ate in silence.

Such was life.

///

Nare Ni Alimaras (Flicker by Riverlight) is an Artifiicer of the Aerondmore Clan. She is not the elder of her Agriburrow, but she is an elder, and most of her artificer duties were being passed on to a younger lay mechanist. Were, because that young Gynnaire is currently bleeding out beneath the rubble of the old Clan Creche.

Volkite blasts crash overhead as her Burrow is slowly ground down by the Skitterist Garrison. Air Defense Cannons arc across the sky as Loyalist Battleships force a landing - miles away from where Flicker now crouches. But that's okay. Her Lifemate and Burrow have died so that the Grand Prince's reckoning can sweep across continents and grant the traitors a rightful death.

The only thing left of her lifemate is their rifle. He was evaporated by a volkite blast and had spent his last second throwing his rifle to Flicker. It lay, heavy, on the ground, a few inches away. Flicker's mind races with ideas while scrunching behind a fallen Hardcrete pillar that a Terran Bolter slowly chips away through. The Gynnaire's large ears allow her to parse through the sounds of war a fireteam - by the heavy footsteps, that of a Yutkark Fireteam - approaching her flank. Her tail flicks, and she crawls over to the lifemate's rifle and begins to tinker. Nearly two terran decades of occupation have hardened her to war, and committed to her memory the fast reconstitution of Gynnaire technology to the purposes of war.

Working on intuition, Flicker has turned the rifle into a half dozen grenades and bombs before her mind even conceptualizes the desired outcome of her new contraptions. With a talon, she draws a line in the rubble. Four bombs for the Skitterists - one for her. She would not allow herself to be captured - not even if she was the last of her Abode - or her Burrow - or her Clan. She pauses for a second, squints, and forgets she's being shot at. Her hands again move without her mind and she suddenly has seven grenades, not five. Still, one for herself, and now to get the rest to the invaders.

Flicker is annoyed when she only gets to throw three before being clipped by a Yutkark spike rifle. The powerful shot picked her up off the ground and impaled her by the shoulder into a half destroyed building a dozen feet away. She felt her bones crack and used all of her energy to stay awake. Nausy, she raised her freehand - with her Rifle by the Old Gods - and fired at the first blurry shape in her sight. The bright light of the Volkite Karbine lashes out a violent burst of gold and blue electricity. For a brief second, a lashing line of light with a heat output of thirty thousand kelvin covers the ground between Flicker and her target. Flicker blinks. There isn't a target anymore. But the strength in her arm fades, and the rifle falls to the ground. She fumbles for her grenades. They're getting closer. Only hanging from a bandilier, tha remaining grenades are fumbled together with one arm into a single larger bomb. It's sloppy, inefficient - one part drops to the ground and she can't drop to grab it. A guttural cry of expletives and venerations to the grand prince echoes out as Flicker by Riverlight eats one last snack and firmly plants her hands onto the detonator. Dulled by blood and exhaustion, Flicker can hear the whine of a far off volley of Gynnaire weapons fire, and she chooses to believe that those are the sounds of a Loyal Regiment coming to finish the job her Burrow died to start. But they were too far off for Flicker, and the figures approaching her aren't wearing the white and red of Loyalist Armies. So she spent her last energy to depress the detonator.

Such was life.
 
A Short Treatise on the Palatinate Armed Forces Part One:
The Royal Space Expeditionary Forces


...The Royal Space Expiditionary Forces are the Naval Arm of the Palatinate's armed forces, constituting all astronaval ships - apart from those operated by the Royal Special Services Chamber - and accompanying Shoreparty Marines. The Palatinate Navy has always been built around a conventional battleline of heavily armed and armored dreadnoughts called First Rates, with fighter patrols being used mostly as combat air patrols rather than offensive arms. The main driver behind this model is threefold: first, the Palatinate's naval arc weapons lent themselves to best to being used from the largest mounts possible; second, the Gynnaire's extreme modularity in parts made expensive repairs on battleship armor much more practicable as entire sections could be reconstructed on the fly via artificer teams; and thirdly political, as the Kings of the Palatinate found the raw power of Battleships as much a show of political strength as it was a generally effective application of military and economic technologies...

...during the Hyperwar, the RSEF was savaged in the early days of the Terran-backed Skitterist coup. The Navy saw more defections than any branch other than the gendarmerie and was the focus of Terran Military maneuvers that flanked Skitterlock's usurpation. Much of the Prewar Gynnaire Fleet was either captured by traitors or destroyed in savage close quarter fights between Loyalists and Traitors both within ships and between ships at port. The reasons for these defections have been attributed to Skitterlock's career in the RSEF. Nonetheless, the majority of the Palatinate fleet that survived the usurpation was firmly loyal to Grand Prince Willowbane and attend to his banner with all haste. This included, most fortuitously, most of the Shipyard teams, who significantly eased the process of reestablishing loyalist fleet moors outside of Skitterist control...

...during the His Highness Campaign of Reckoning, the reconstituted Royal Space Expeditionary Forces served as the spearhead of the liberation of the Palatinate, as well as having served honorably on other fronts and in the Battle of Triton. Lessons harshly learned by Human Fleets forced the RSEFto change its naval strategy. More emphasis was placed on Cruiser sized fast ships, such as "Third and Duce" Rates - generally shorthanded to Light or Cavalry Cruiser - to give RSEF battleships a mobile hammer to cover their shortfalls - while dedicated carriers entered the line solely to increase the combat air patrol that could ward off Terran Fighter-Bomber wings...

...the phrase "Third and Duce" is part of the wider, formal, model of Palatinate ship classification which has stubbornly resisted the usual monikers of Cruiser or Destroyer. Informally, the more common monikers are in use, especially when among Coalition Forces, but the RSEF mantains a seperate register in their own style. To expand on the example, all third rates are generally cruisers. A third and First is an "Armored" or Heavy Cruiser, which is a lineship in its own right, while a third and duce is the Cavalry or light cruiser used for flanking and scout work. Third and Third Rates are specialized ships that mix line duties with extensive transport capacity and are used exclusievly by the Royal Special Services Chamber...

...the main weapon of the Royal Space Expeditionary Force are the Arc, or Volkite, weapons, that are also used in the Royal Planetside Forces Organization and Royal Special Services Chamber. Firing arcs of, for lack of a better term, lightning, they are a remarkably powerful weapon that possess massive thermal damage potential but can also cause shorting of electrical subsystems when targeted...

...Palatinate fighters, called Balls in common parlance, are rouns, small, and aigle craft with a short operations range and limited payload. Many of them are drones, but nessecities of the war required a return to sophont operators. They are designed not to engage in strike operations, which Gynnaire consider a frankly irresponsible act of negligent command, but to ward off the fighters of other species in mobility combat platforms that seem to have a signifigantly less respect for their naval personnel. The RSEF does not have a frand tradition of Spacefighters, with Ball Fighters being originally designed to conduct deep space repairs, a feature all but the most specalized Ball Fighters still sport...



...observers noted the significant difference in RESF ship designs as the war progressed. Gynnaire preference for an established monarchical aesthetic style that extended to the refined curves on early and prewar designs gave way to practical compromises and considerations. Though a fundamentally similar structure, with a large thin tower on the front to mount the largest arc weaponry ahead of a long series of smaller turrets and broadsides that ends with a understated engine section, but by late war both Royalist and Usurpation forces were dealing with shortages that required the slow abandoning of the general aesthetic considerations for blockeir designs. The most obvious changes, apart from a general shrinkage of overall tonnage, was the addition of exposed Maneuver Pylons. Early war warships preferred Maneuver coils, which were more subdued, better protected, and more aesthetic, but more expensive and power intensive. The Pylons on late war designs were generally slightly better than early design Coils, but were far more exposed. Destruction of Manuver Pylons could leave its vessel both slower and less agile. As the war comes to a close, the Palatinate looks to return to its prewar design tree...
 
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The End of the Long Beginning

The End of the Long Beginning


They whisper to the Grandfather who awakens from his long forgotten children.
He weeps upon the knowledge has been given to him by the whispers.
They giggle as the Grandfather's tears fall upon the ground.
The wheel is broken.
The Rott and the stench of their meat are coming.
The wheel is broken.
The children cannot visit the grandfather.
The hum of the Prime Conduits but for a moment.
The experts warn of this revelation but the fools ignore it.
Spoils, conquest and treasure are their concern.
The prime conduits have been there forever.
The fools grab edges of the map pulling and tugging as the paper begins to tear.
The Grandfather is weeping.
 



Primer on The Divine Republic of Cosmic Enlightenment
By Slyvo Gruffus & Pyfer Welton


The Divine Republic of Cosmic Enlightenment, or as it's more commonly known in the galactic community the Divine Republic, is a strange and confusing society to many outsiders. Its excessive use of obscure jargon and cultural terms are difficult to translate into other languages, often leaving tourists and immigrants grappling to understand what's being said at any given moment. Their diplomats are trained to use a simplified dialect that's easier to translate when dealing with other states. Its complex web of political, religious, and cultural beliefs play a key part in daily life in little rituals and habits. They've been the cause of many misunderstandings and embarrassing social situations that foreigners unknowingly stumbled into. These rules are often difficult to explain to outsiders because they're so ingrained to the citizens of the Divine Republic that they don't think twice about them, a problem which any anthropologist or sociologist will understand quite well.

That's why this book was written. Never again will you ask your partner out on a romantic evening during a twin full moon, sleep in during the winter solstice, or tip 3 credits exactly, and wonder why you've offended someone. This will not be a comprehensive guide on every facet of life in the Divine Republic. If it was it'd be a tome many thousands of pages long. It is merely an introduction to the many nuanced complexities to the Divine Republic. The authors of this work would like to dedicate a thank you to our family for supporting us during our work, the many institutions which eagerly provided us with information, the Divine Republic ministries which opened their doors to us, and the many people willing to lend us their time and patience for interviews…

Lexicon

Aberee
: adjective; shorthand for aberrant or aberration, often used as an insult to describe criminals, social outcasts, and dissenters.

Anaten: adjective; refers to a state of mental drowsiness, though often used with spiritual connotations.

Dianetic: adjective, verb; the study related to, application and practitioner of theta principles.

Eval: noun; shorthand for evaluator, the practitioner of theta principles, responsible for overseeing spiritual matters and policing the noosphere.

First Dynamic: noun, or adjective; refers to an individual, often used to refer to upstanding or well adjusted citizens.

Grafting: verb; to surgically implant, used to describe the enlightenment process.

Harmonic: noun; lesser used term, refers to a person that contributes to society, viewed as spiritually well adjusted and productive.

Passionarity: noun; informal term, divinely blessed person regarded as gifted in their respected field, the great people of society.

Theta: noun; roughly translated as soul or mana, it is the spiritual essence of a person.

Reactive: adjective; a self destructive, short sighted mindset, driven by primitive impulses rather than coherent thinking.

Unmock: verb; unmake, though it does not necessarily have destructive connotation it is often used in that way.
===

The first, most important part to understand the Divine Republic is Orthodox Cosmic Truth. The electric blend of beliefs that emerged during Xanadu's early industrial period. The precursor to the modern practice blended astrology, rationalism, egalitarianism, psychohistory, numerology, monotheism, and synthesized it together into a holistic view of the universe that was equally material and immaterial. It is best understood by the phrase "as above, so below." Actions in the material cause reverberations in the immaterial one and vice versa. Since both are knowable to sapient minds they are therefore predictable and understandable through rigorous inquiry. This is coupled with the belief in a penultimate divine being that exists as the holistic expression of the universe's many complex physical rules and systems. Orthodoxy calls this the Eighth Dynamic.

It is sometimes translated to as God, though it should be understood as an abstract impersonal entity. It may be better compared to a natural phenomenon that is removed from a person's immediate life, yet nonetheless affects them every day. The solar radiation produced by stars or a planet's gravity is a common comparison when explaining the Eighth Dynamic to outsiders. Orthodoxy holds that it is beneficial to life, therefore seeking ways to live in alignment with the Eighth Dynamic is necessary for peace, harmony, and well being. Comic Truth is dedicated to studying these rules and applying them on a societal scale to ensure the greatest possible good for the greatest possible number of people.

Orthodox Cosmic Truth goes beyond a mere religious institution into a fundamentally different understanding of reality. The symbolic nature of every action is weighed in the minds of the citizens of the Divine Republic, though by adolescence many of its basic tenets become second nature to them. It extends into decisions made by the government. The practice of social engineering is performed by every urban planner, but the Divine Republic has made an art form out of it. The materials and construction methods used are considered for their stability first and foremost, but the shape of the building, its alignment to the stars, how it faces the sun and moon, etc. This flow is expected to feed into greater networks of immaterial energy from its citizens and in turn channel the Eighth Dynamic into the city…

===

The Noosphere is held up by the Divine Republic as the pinnacle of their scientific and religious achievements, on par with cracking the atomic and faster than light travel. Orthodoxy holds that it is another, higher plane of consciousness created by the combined mental output of life and exists closer to the divine. The souls of the dead are said to reside here before reincarnation. Orthodoxy holds that all planets with biospheres produce a noosphere, though it requires intelligent life to give birth to a fully developed one. They claim that it has always existed and that previously only a select few could tap into it, producing the prophets and sages in Xanadu's ancient past. The Divine Republic democratized it by granting everyone access to it.

The concept of a noosphere has surprisingly emerged in many other cultures across the galaxy in different names: the web, the shroud, the mesh, metaverse, collective unconscious, or infosphere are all but a few. It should be stressed it is not a hive mind in any way, shape, or form. In practical terms it is a unique form of wireless communication accessed through cybernetic implants that connect the user to cloud based computing platforms and produce limited artificial psionic powers. Implants include subroutines to ease the use of the interface, allowing multitasking between real space and higher reality. Their computers can interface with psionic communication, granting further broadband access than traditional EMS based methods would have allowed.

The end result is a mental landscape meant to reflect a heightened sense of reality and divine. It serves as the primary form of non-verbal communication for nearly everyone in the Divine Republic. It's the central hub for any citizen's online or physical activities, even payments are made through the noosphere connection. People receive daily horoscope readings, weather warnings, state prayers, and many other messages through it. It's nearly impossible to function in the Divine Republic without it. Tourists may rent or purchase wearable interfaces keyed to them, though it provides a limited scope of experience. Immigrants are expected to receive their implants within a year of moving to the Divine Republic, offered free of charge and with paid time off to recover from the surgery. Its mandatory status has caused resentment in the large refugee population in its borders, who don't wish to subject themselves to non-stop mental messages from state and private individuals.

It should be no surprise that the potential for peer pressure groupthink to emerge is enormous. It's almost partially intended. The Orthodox Cosmic Truth enforces its doctrine through education, state media, police intervention, and limited censorship of dissenting media deemed harmful to the public consciousness. It's an equally bottom up self-reinforcing pressure as the majority of the populace genuinely believes in Cosmic Truth in one form or another. The Divine Republic makes no bones about the fact that it is a theocratic government. There is an official state church which is integrated into the government as its own ministerial post. All members of the government must be card carrying members of the church, though there is room for heterodox sects of Cosmic Truth. Heathens and Atheists are barred from political participation in the Divine Republic.

Despite its claims to be universally accepted by the population, Orthodoxy has many critics across the political and religious spectrum-

FURTHER ACCESS TO THIS DOCUMENT IS RESTRICTED
IT IS UNDER REVIEW BY THE MINISTRY OF COSMIC TRUTH
 
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The Five Points of a Star
An short article published on the noosphere, likely written by a student

There are five species that primarily make up the population of the Divine Republic. The government prides itself on its racially inclusive policies and egalitarian democracy. Everyone is equal in the Divine Republic, indeed there's few restrictions on immigration into the country and gaining citizenship is relatively straightforward. In practice there are clear class divides between members of the populations and between certain species, though rehabilitation and reeducation programs offer work and shelter to those that wish to better themselves to turn their lives around. The Founders of the Divine Republic are the Xanthar.

Xanthar are tall, four armed, four eyed humanoids. They are relatively hairless, with gaunt narrow faces and sunken noses. They are not naturally psionically inclined, though their study of the field is nothing short of astounding, having developed pseudo-psionic grafting from first principles alone. As the name would imply they are the founding species of the Divine Republic, having birthed it on the homeworld over eight hundred years ago in their early industrial period. Xanadu's dozen moons lead to the development of their complex astrological beliefs.

Ozzies are the first sapient alien species the Divine Republic encountered during its initial exploration of the stars. It was with great zeal that they were converted and their primitive kingdoms toppled to integrate the new politics into the Divine Republic. Their primitive kingdoms were overthrown with zeal and incorporated into the They're squat, fuzzy four limbed burrowing pseudo-mammalian reptiles. Their homeworld was a dry arid place that was only forty five percent water. They retained the tough claws and strong forelimbs of their ancestors, though many file them down as they have little need for them in daily life. Those that refuse to do so are seen with suspicion by the public for being unable or unwilling to maintain proper appearances. They are often stubborn and ornery individuals and produce an outsized number of aberee despite making up only a portion of the population.

Lukraft were the second sapient alien species encountered. Their homeworld was very much the opposite of the Ozzies, a wet tropical world filled with shallow seas, lagoons, atolls, and swampy forests. They were large, bulky semi-aquatic insectoids similar in appearance to beetles or crabs, sans the crushing claws. Their last pair of six limbs are flat, paddle shaped, giving them extra mobility in the water. They possess no gills and can only seal their mouths to hold their breath underwater. Their many industrial cities covered the planet by the time of contact, fueled by plentiful fossil fuels from the continents' interiors and abundant seafood. They joined the Divine Republic as a self-governing dependent that in time integrated further.

Altharie were the third sapient alien species encountered and the first that possessed natural psionic abilities. They're vaguely humanoid with three fingered hands, pale skin, and bulbous heads. Their planet was a contrast in high peaks and wind swept steppes between, with forests nestled between the coasts and mountains. They had long since unified their planet under a council of wise sages, long before the advent of telecommunications or steam power. Their psionic allowed greater empathy and understanding between individuals than was otherwise possible. They were the most fervent converts to the Cosmic Truth, embracing it with open arms and becoming its greatest champions. They require a far less intrusive grafting to access the noosphere, many thriving as Dianetic Evals or Thetan-Chain Officers.

Fluro were not the fourth sapient alien species encountered as the Divine Republic had since become a member of the galactic community some centuries prior. They were merely the latest homeworld incorporated into the Divine Republic. Fluro are lithe, brightly coloured sapient flower creatures, capable of gaining energy from photosynthesis and food. They are simple minded, mellow individuals that converted after syncretizing their beliefs about their trinary star system with the Eighth Dynamic. It's an heterodox doctrine focused on inward development and agrarian living.

These are the primary species that make up the Divine Republic. It's filled with millions of other species from across the galaxy that saw the irrefutable logic of Cosmic Truth and converted upon migrating. Every person adds to the noosphere, growing it in scope like a drop of water grows an ocean. However, that means effort is required to maintain social harmony within society. The mental pollution from aberee can taint the landscape around themselves, harming the well being of themselves and their peers. Aberee can come from any species. They represent a reactive mind that's turned its self-destructive desires outwards. The Ministry of Cosmic Truth, and Ministry of Realignment and Rejuvenation offer solutions to the problem of aberee. Their psychoneural conditioning and therapy has proven effective across species.
 
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The Four Eyes of Heaven Are Upon You

Dissident Aberee Group Watch List
Qualified Clearance Required to Read

The Divine Republic is unfortunately plagued by numerous groups that wish to harm the government and its citizens. It's our responsibility to familiarize ourselves with the largest, most well organized groups to ensure we're prepared to crack down on them before they can do harm. We must not allow ourselves to be caught flatfooted. These are but a few dissenters that threaten public safety and social harmony. Information on regional groups will be provided by your commanding Dianetic Eval once you receive your assignment.

Pugilists: They were founded by a monastic warrior order that hailed from Xanadu. They're monotheistic gnostics that view material existence as imprisonment forced upon them by an evil divine being and the state as its willing servant of evil. They promise a restructuring of society along egalitarian and militant ascetic lines until the day comes that they may strike the Eighth Dynamic directly. In short, an apocalyptic cult. Their numbers swelled in recent years, revealing many more than previously estimated. It's believed that they've been recruiting among refugee populations and other gnostic sects. They are often poor, reliant on community charity and mutual aid to survive. Their willingness to provide aid to anyone has unfortunately won them support among potential aberee. In the past raids have proven effective at disrupting their communes, however recent operations have faced stiffer resistance than expected.

We propose cracking down on their outreach programs to deny them funding and support, while running an education campaign to warn refugees about the danger they face. Suspected ties between them and other dissident groups.

Ozzielanders: An Ozzie group that wants independence for their homeworld, Arvo, from the Divine Republic. They make use of noble symbols and heraldry, though they have no relation to the aristocracy of the old kingdoms overthrown during the planet's enlightenment. They aren't the first or only independence group, but the most organized. We believe they've merged with several other independence groups. Their popularity and militancy has ebbed and flowed over the years, but recently they've ramped up their operations. They lack the numbers necessary to win any potential referendum, so they resort to terrorist tactics against government officials in Arvo and neighbouring systems. They draw a worrying degree of sympathy from Ozzies and other dissident groups.

High Vandents: Polytheistic Xanthar that survived the enlightenment of Xanadu. They cling to a myriad of beliefs in numerous deities, all of which are meant to be the ever changing face of a fractal god. Their leadership claims descent from semi-divine offspring, which they believe grants them the right to rule the universe. They agitate for the establishment of a theocratic kingdom with themselves ruling as priest kings over the masses. Converts are offered a privileged position in their proposed society. It should be no surprise that they lack widespread support among the general populace or aberee, though they remain a persistent military and spiritual threat.

NeuRationalists: The latest in a long line of atheistic revisionists that believe in a purely material world. They are militantly opposed to the practices of the Divine Republic. The current leadership is agitating for a technocratic driven society run by engineers and workers along entirely "rationalized" lines. This has unfortunately won them some support from aberee and even harmonics. They often target cultural works, historic sites, and religious ceremonies with bombs as a protest against perceived backwardness. Their focus on soft targets makes a serious threat to public safety.

Objectocrats: A splinter group that broke from the NeuRationalists over political and economic arguments. Their leadership is driven by amateur numerologist and financers obsessed with remodeling society to function as a massive corporation, similar to MaxiFun. They believe that all value in the universe can be reduced to credit value, therefore this extends to the universe itself. It must be turned into a machine which produces infinite value at all times for the purpose of driving up its own value. Despite their absurd beliefs, they've evidently garnered financial backing from several sources who hope to benefit from the proposed privatization of society. Their actions have been focused primarily on tainted noosphere messages used to steal citizens' credits and commit fraud. We will redouble our efforts against noosphere attacks and coordinate anti-corruption crack downs against potential front organizations.

Communalists: They're a banned political group that advocates for a radical form of economic and spiritual equality. They've published numerous works denouncing the doctrine of passionarity, harmonic, and aberee, and rehabilitation and rejuvenation programs as cruel and unethical. They directly agitate among refugees and workers to overthrow the government. They've targeted government officials in assassination attempts, bombed ministry buildings, and attacked security forces in underdeveloped planets. They've been caught looting Hyper War battlefields for advanced weaponry and veterans have been found among their number. They are to be considered armed and dangerous at all times, absolute force is authorized against them.

Low Surrealists: They're a group of magical thinkers that deny the existence of material reality. They believe that it only exists as an illusion projected by the ruling class and can be shattered if the dominant political order is overthrown. They promise their supporters an utopia of unimaginable extravagance and excess if they were to seize power. Support is drawn from a worrying number of sources of poorly educated harmonics that failed to grasp the nuances of Cosmic Truth. Converts believe that the Divine Republic has deliberately engineered an unfair reality to maintain control over society. They are fanatics that will engage in suicide tactics and random attacks on hard and soft targets with little rhyme or reason, though the leadership is believed to be comprised of veteran thetan-chain officers.

Khenites: Ethnonationalists that wish to establish a Khen Xanthar supremacist state. They're a major ethnic group on Xanadu that believes the Divine Republic has treated its non-Xanthar members too fairly at an unreasonable cost to themselves. Their goal is the creation of an ethnostate where only Khen Xanthar have citizenship, followed by tiered citizenship for other Xanthar ethnicities. Non-Xanthar would be stripped of their citizenship and forced back to their homeworlds as reservations. It's unfortunate that they've been confirmed to have links to government officials and veterans who've likely been radicalized by exposure to Human Euphratesism. Any potential ties to the Ministry or Dianetic Evals is to be treated with the utmost seriousness and put under immediate investigation.

God Builders: A heretical group that claims the creation of the noosphere was only the first step in achieving divinity. They believe that the Eighth Dynamic is incomplete as it is reality, but detached from reality in their view. Their members agitate for further integration into a psionic network to fuse all citizen's minds together to form a gestalt consciousness of unmatched psionic potential, which they believe will be a literal god. They're deemed extremely dangerous for the potential to create a hive mind should they somehow succeed in their goals.

Universalism: A religion or human origin brought to the Divine Republic by refugees nearly a century. It was granted license to exist as an Accepted Blasphemy on the grounds that its syncretic nature was seen as compatible with the Cosmic Truth, however upon further interaction its earlier adopters soon deviated into heresy. It represents an electric combination of random beliefs that propagandized to workers, refugees, and aberee. Its message of salvation through faith alone and no fixed creed is deemed a threat to social harmony and orthodoxy.
 
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FIRST VISIT - GNOSIS

"Yeah... sorry for the mess, miss"

Amelia didn't mind the filth surrounding them. Many neighborhoods had fallen to ruin since the start of the war. Poverty, unemployment, desperation... everything had gone to hell even before they started losing battles. New loans, new demands, new conscription calls. As expected, colonies were hit hardest than the homeworld but that was a little comfort only for fools.

"It's all right, please do not mind me" reassured Amelia.

The orderly gave her an unconvincing stare and then shrugged. He was just another old man, tired of everything life had thrown at him, trying to be polite more by reflect than honest intent. Despite his unkempt and disheveled appearance, his green medical outfit was clean and well maintained. Amelia noted that strange detail, a stark contrast with everything that surrounded them.

"This way, please" he gestured towards the end of the corridor.

The orderly didn't wait for a reply and began to walk with a slow yet confident pace, so common in those who have walked the same path a thousand times over. Amelia followed him without a word. Neither of them were in the mood for casual conversation beyond what was needed. Their focus was devoted mainly to the only important thing at that moment: To leave the moans of pain outside their mind.
Hospital beds and medical stretchers were cramped across the sides of the corridor, with patients lying there in different states of derangement. Some babbled incoherently and drooled but others were violent and screamed out loud very real dead threats, some suffered seizures and went unattended by a non existent staff. There were no medical professionals left, even nurses being recalled to cover for more immediate and critical needs elsewhere. Only the leather restraints, zip ties and overworked orderlies kept the madness inside the house.
All manner of filth covered the floors and both the walls and the ceilings were starting to show signs of wear.

Despite her young age, Amelia did not pause to look around or showed any apprehension, keeping her pace alongside her guide.

"Excuse me for saying this..." the old orderly could no longer contain his curiosity "... I don't mean to be rude but you seem to be taking all this too well for someone your age"

Amelia kept walking without averting her eyes from the back of the old man.

"My father used to bring me to military exercises" she calmly replied "First as a spectator and later as a trainee. Some of them used live fire and accidents happened from time to time. I left very soon but still, I think I was around long enough as to no longer be afraid of your poor patients"

This made the old man chuckle.

"Some of them really deserve what is happening"

She did not reply and the orderly risked a quick sideways glance: Her portly appearance and stout complexion were hardly the image of a soldier. Indeed, for all he could glance at, she was still a teenager. With her short stature and her sporty clothing the girl calling herself Amelia was an image proper of a school than a bankrupt asylum.
Owen, the old orderly, never bothered to check her credi-pass. The amount of money she put forward to be here was suspicious to be sure, but he was not picky considering how things were going. Not that she could cause any problems as long as he could keep an eye on her. Besides the money, he could also use something else to distract himself from the daily misery.

"We have arrived" Owen stopped before a door of simple frame marked with the number nine.

"Here?" she asked, showing a modest amount of hesitation at last.

"Boston is gone for all I heard" Owen calmly replied "And New York will soon follow if the bridges are not repaired on time. Its chaos out there. We have been flooded with inmates from everywhere. But this must be somehow special. The doctor delivered him personally and instruct us to put him on a solitary room" he could not help but chuckle again, this time with a fit of bitterness "Imagine that, a whole room just for one".

Amelie took a pair of steps towards the door, her hands clutched together in an attempt to rein in her feelings.

"Don't worry, he's not violent" reassured Owen "In fact, he is nothing at all but a plant. Like I told you by sky-line, he has been vegetative since we accepted him. Not a word and neither a move. We have to take turns to feed and clean him up"

"I know" she replied, determination clinging once more to her eyes "I know he doesn't match the description either. But my father is still out there. I have not given up and he may have the answers I seek. I have to try" she shook her head "I must"

Owen merely shrugged. The money was good and there was no danger in any of this save hurting the feelings of just another girl orphaned by the war.

"Suit yourself, miss"

The orderly opened the door with some old-fashioned keys. Energy blackouts had become a frequent occurrence.
Both of them stepped into a room that seemed every bit identical to the hallway they had just left behind, save for the lack of multitude cramming every available space. Still, screaming and the ravings could be heard inside, barely muffled by the thin walls. At the center of the room, one man quietly rested over a creaking bed. A stained sheet was crumpled over the floor and partially hanging up from one feet, revealing a naked body.

"He looks emaciated" noted Amelie with a clear tone of recrimination.

"We take care of him" snorted Owen "We really do. But we are overwhelmed and cannot monitor him. He usually throws up anything we put inside him. And before you ask, our last IV-Bags were indented by the military a year ago"

"What happened to him? Is that...?"

The man had his entire body covered in stains of different tones that posed a stark contrast with his dark skin: From a sickly white to a strange rubberish pink. His left eye was bulging outwards, seemingly almost about to burst due to a small deformity near his forehead.

"A tumor?" Owen finished the question for her "Not that we know of. Doctor said he had nothing contagious but he had to go and never come back to run some checks. Like I said, we have kept a close eye on him if you pardon the expression. He seems just fine. No health deterioration or any strange symptoms so far. Besides mental, of course"

"The doctor gave no name?"

"We have probably millions of patients falling through the cracks of the bureaucracy right now. If a name emerges at some point, I will let you know"

Amelia fell silent for a long moment. She stared at the man on the bed, pondering what to do next and Owen secretly pitied her. Despite her acting, she was still just a child, looking for answers in a war that had deprived her of a normal life like with so many others.

"Right" she comforted herself "Let's do this"

The girl took a slow and cautious step towards the bed.

"Sir?" she called with a sweet and low voice "Can you hear me?"

Nothing. She took another step.

"Sir? I am sorry to disturb you, I know you may be in pain but... I wish to ask you a question if that is all right with you"

Nothing.

"Sir? Please, my name is Amelia and-"

A wet and vacuous sound came from the bed when the bulging eye on the man suddenly sprung into a frantic and erratic movement. Then it stopped as suddenly as it started to move, fixed on the girl near him. Blood began to swell the capillaries until some bursted inside. His whole body briefly contorted by a single spams.

"A-Ammmeliaa"

Behind her, the sound of the horrified and equally shocked orderly came to her as well.

"HOLY...!"
 
Twisted, Pitiful Creatures New

A typical member of Hephaestus Forge
[LOADING....]
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[GOOD EVENING/MORNING OFFICER.]
[YOU HAVE SELECTED FILE 173847647546/DA]
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THE GENE-MONSTERS OF THE COORDINATED EUPHRATES COMMAND
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The Genetic Weapons Research and Development program of the Coordinated Euphrates Command, codenamed Hephaestus Forge, has churned out many horrors in the galaxy. Their expertise in this area is far above most of their contemporaries in the Coalition, and the speed in which they have advanced their understanding is frankly baffling. Pre-war attempts of theirs seem limited to making 'super soldiers,' something that has long been an obsession's of the Coordinated Euphrates Command, to middling results. However during the war they seem to have had some sort of epihnay---one we unfortunately do not share. Below is a short primer of some of the most notable of their so called 'gene-monsters.' Save for their human born ones, CEC doctrine labels them as ideal cannon fodder, and they are often utilized as either support troops, sacrificial pawns, or some sort of twisted fire and forget missile. This document will be distributed among Coalition officers as we push for the Sol system. Treat any sightings with these creatures with utmost care.

[SELECT FILE.]

HADES Corp: HADES Corp emerged from the shadows during the start of the Hyper War. How they came to be is a mystery, though it is known that the Coordinated Euphrates Command decided that orphans were better 'stock' than ex-soldiers, so it is theorized that the project must have gotten its start a good few years before the Hyper War itself, though that is nigh impossible to confirm. What is known is that HADES troopers seem to be a step above the Achilles pattern in every way. Far stronger, faster, and tougher, they operated at a level beyond even High Commands hubristic expectations. Accordingly, due to the CEC's startling advancements, HADES Corp is equipped with a fearsome set of weapons and armor, far above the average grunts paygrade. While cheaper than the Achilles pattern, HADES troopers have nevertheless proven expensive to replace during the course of the war, with the CEC increasingly relying on other vat-grown monsters instead. Greatest among their number is Cerberus-12, the last surviving Achilles pattern. This faceless soldier is a step above even this new Corp, and has carved a bloody swath throughout the galaxy from the very start of the Hyper War, to its soon to be end. Cerberus-12 is assumed to be among the Sol garrison. He is a high priority target, and all measures have been authorized to eliminate him. APPROACH WITH CAUTION.

Achilles pattern: The Achilles Pattern, originally called Project Haephestus when it was founded, was born in the ashes of the Fourth World War. Human obsession with finding the perfect soldier had led to many super soldier programs, but Achilles proved the most successful, for a certain definition of the word. Selecting its stock from ex-soldiers, the project proved ruinously expensive, both in funds and lives. While successful in its aim to create a 'super human,' the project was nearly shutdown due to lack of need and overall cost. However, first contact with the Imperial Ulvor Union occurred before that could happen. And a suddenly nervous High Command saw the utility in all twenty of the project's successful candidates. In the first few decades of the long wars against the IUU, the Achilles units proved able in their operations against the feared alien threat, if operating below High Commands bloated expectations. Eventually they died off, one by one, in the fighting, each an irreplaceable loss. Desirous to preserve the remaining units, High Command put Cerberus-4, Cerberus-7, and Cerberus-12 under carbon freezing, with the project fading into legend. Only one of them has emerged from the mists of history, that being Cerberus-12. The status of the other two is unknown.

Adapa: One of the most ubiquitous deployments, the Adapa averages at about four feet tall and possesses a lean frame of leathery skin. The creature has no eyes, instead utilizing smell and echolocation. The latter method has earned it the nickname 'Hyena' by Human soldiers, named after its similarities with the extinct animal. For the Adapa uses its echolocation by letting out chirps that edge eerily close to demented laughter. The Adapa can move at about 60 kilometers per hour, using their scaled feet to maneuver over rough terrain with ease, and grip tightly. The Adapa has two massive scythes, placed on their sides, and has three rows of regrowable teeth. Maximum lifespan seems to be three years. The most numerous of the CEC's gene-monsters by an absurd metric, the Adapa, below the flashier monsters and the likes of HADES Corp, may be the true unequivocal success of the CEC's genetic programs. Though their High Command may not agree. The Adapa has been deployed on every front across the galaxy, and a favored tool for their anti-guerrilla operations. More than one resistance group has met its end by Human commanders dropping tens of thousands of these creatures into a region, and letting the pack-hunters kill and consume anything living. While quick and agile, the Adapa are not very durable. Sound disruption tactics have proven effective on them. Cunning, but not sapient.

Zu: Flying balls of folded fat, covered by a hard exoskeleton, the Zu buzz around on insectile wings and shoot electrified spikes with enough force to cleanly punch through a man's body. The Zu possess six beady black eyes in which they perceive the world, and while they have good eyesight, this does not extend to their other senses which are rather poor. The Zu, nicknamed Flies by Human soldiers, operate in groups of ten to thirty. They are not difficult to kill, nor very agile, but they nevertheless can move with a surprising swiftness so long as they do not sway too much. Their use comes in forcing the enemy to expend ammunition on them by charging fortifications or otherwise tying up enemy positions, with a few clever commanders attempting to sneak them behind enemy lines for a bit of useful distraction. Otherwise the Zu's value comes in their relative cheapness. They live for four months max. Dim, and non-sapient.

Shamash: Genuine titans, these beasts seem to be another of the Coordinates Euphrates Command's hubris projects, if uncomfortably effective ones. Standing at roughly forty feet, the Shamash started as a vanity project, and found a niche role as a siege weapon and weapon of terror, with their twin arm cannons that fire massive balls of superheated plasma, and vicious claws, they can punch through most defenses easily, with a good deal of collateral damage. They can take a solid beating in return, too. With most having to be reduced to chunks of meat before they expire. Their massive size, however, does have several drawbacks. They seem to be very expensive to produce, given their relative rarity on the battlefield. They can be difficult to fit into starships, requiring special modifications onto supercargo vessels or otherwise specific specialized transports. And most of all, their size means they have nowhere to hide on the battlefield. Hit them hard and fast before they can strike back, aim for the legs, and do your utmost to ensure their plasma cannons do not strike our lines. The Shamash can live for up to ten years, and while we cannot say for certain, it is highly doubtful they are sapient. They do, however, possess a sort of mean cunning about them. So tread carefully.

Marduk: Someone in High Command must've realized they were onto something with the Shamash, for the Marduk shares the overall same design structure, if vastly miniaturized. Standing at seven feet, the Marduk has an extremely dense and lightweight carapace, capable of enduring intense amounts of fire, and requiring high power ammunition and weaponry to be able to pierce their armor swiftly. They also possess a far smaller version of the Shamash's plasma cannon, and only one of them. The Marduks have several redundant organs and seem to have very little in the way of pain sensors, allowing them to operate effectively with heavy injury. They operate with squad tactics, and are doubtlessly sapient. It is unknown how long the Marduk may live for. It is speculated, with some weight behind the theory, that the Marduk were created to be successors to the HADES Corp. They do not operate anywhere close to the same level, but are nevertheless fearsome opponents. Nor are they cheaply made or spent, instead being reserved for important operations.
 
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Eight-Legged Thread: Confessions of Regretful She (born Victoria Hekstrom, Bioform Homo Sapiens)

Eight-legged threads are structured compilations of the thoughts and personal diary entries of souls within the silk, released and shared within the webway. Some are of such popularity that they are published and circulated widely within the network, and even reach acclaim outside. The Confessions of Regretful She, the first CEC member to take the silk and prisoner-defector from the notorious Fifth Fleet, are one of such significant works.

First Part: Origin

I was born in human-nest, and human-thought, and human-mind. I was human, and found this fact of satisfaction. It was better I be human, than some other, lesser being. I found home in Mariner, the abyssal valley on Red Mars. Its canyons were the walls of my heart. I kept them well-closed. I was secure. So long as humanity was safe, I was secure.

I learned. I prayed to the Globe and Curve, and liberty. I prayed for Babylon. Babylon, the floating city. Babylon, the dreaming city. I never saw but in the virtual, yet I thought of it, shimmering on horizon's waves. Babel, that dared the flood, the tower of Mother Earth.

I was a fool.

Second Part: Contact

I excelled at studies. Games & Theory wanted me, but I sought the fleet. I wished to slip the surly bonds and set the galaxy alight. I also thought this fact of satisfaction, to wage war. It was better to wage war, than make peace. I was chosen by the fifth. They were frontier soldiers. None had embarked further than they. They had met new species. They had encountered exotic new lifeforms. They had seen, and saw, and conquered.

They placed me into void-platform Marienberg. The captain told me stories of the spider. Mind-controlling longlegs, he said. A fine business, he said. They barely even shot us back, he said.

I asked him why we had destroyed you, when you came to us in peace. Interactions with the aliens were becoming more kinetic. The navy had adopted a new policy in greeting the unknown, when it met you (met us). It was called hard contact.

Your immolation was pre-emptive.

You could have become a threat.

You would become a threat.

His one regret - he did not finish the job.

Third Part: Belief

The Fifth Fleet was a bastion of belief. From its sharp tip, the spear of humanity thrust forth into an uncaring void. The cold equations demanded it act in all uncaring ways we pretended not to enjoy. But we (they) were not prepared when the calculations turned to the other side. When belief failed, nothing was left.

The baleful eyes of heaven had watched for thirty years and came upon us in an eclipse.

You found us resupplying, at a midnight moon, half the crew at-station. No mercy was requisitioned. No honor rules applied. The mass-accelerators collided with the station before your fleet had even been detected. The Fifth Fleet had not fought the Axiom since hard contact. Other fleets were assumed exaggerating, in their reports.

They were not.

My first lesson that you taught me was what happens when a void spider-form applies a head-mounted gauss rifle to a marine torso. It was an important lesson.

Fourth Part: Failure

It is good and honorable for a woman to die for her command. I did not. I was afraid. Fear is the mind-killer. But when the captain's skull was vaporized in his chair upon the bridge, my mind was gone as well. The pistol to my temple never pulled the trigger.

I did not expect the switch of your turrets to stun. I expected the neurotoxin dental cap, when I was captured, to work. It also did not.

You had removed it, as well. You wished, dearly, to keep me alive (why?).

There was nothing I wanted less. No human has ever been taken prisoner in the Command, I was taught, I was told. No human has ever dared to do anything but die, than live in stranger's chains.

I did not think to wonder what chains they bound us in before.

Fifth Part: Capture

There were sixty-three prisoners, from the Marienberg. Sixty-two prisoners auto-terminated, through inventive means. I did not. Why?

I had abided by logic, and governed by it. The cold equations I was taught, that selected me for Games & Theory before my choice of navy. I was, legally, already dead. Why bother with de facto?

I was curious. You did not torture me. I was not faced with a cocoon, as I had heard rumor of you using. You had me in a white room with white walls and milky white bed. It had been adapted for me. Its temperature adjusted, over time, to my preference. You were learning about me.

I thought, in my first treason, why not learn about you?

In the mad recesses, I felt, above all, if you were foolish enough to help me, if I were freed, I might provide intelligence before my execution for involuntary desertion. It was the least I could do.

Every day blended into the next. You did not meet me, but you provided me entertainment. Little games, to reduce isolation. More were added over time. The games changed, became involved.

In the 7th month, you sent Eden.

Sixth Part: Contemplation

Unlimited Eden was an old spider. I did not know much of you, and less of him (his true and original gender, he said, was purely pheremonal, so he sufficed). He was old when you went to sleep. He had seen phases of the Antarans and the Olm (I knew them before only as knife-ear and salamander), from beyond the twinkling of fast-burning stars. He studied us, and learned of us. He was kind, and amusing.

I hated him. He was a shifty long-legs with a lying tongue in a voice-box which did not move as he spoke, that crackled with the falseness of the alien. He brought in friends and cultured comrades, and I spat in their robotic oculi. Thrice, I rejected his offerings of hospitality. I shared no meals, and threw tantrums. He called me child, and I told him gladly we would have burned your families again.

He could have killed me twenty-thousand times then with a single impulse of the mind.

But Unlimited Eden was an old spider.

He had better ways of teaching lessons.

Seventh Part: Experience

The human brain is a malleable instrument. The neural impulses which make up its conscious being are plastic, adaptable. Pluck the strings, and certain tunes can be heard. There is no need for deep or invasive engineering. The Command taught it with slogans, prosperity, and a way of life.

The Axiom offers experiences. I chose it freely, when it was offered to me, the virtual reality of a victim's fragment, from our original attack. I thought it a way to infilitrate the enemy.

I had by then, already been infilitrated. I did not know it yet.

There is a concept in human virtual reality experience, called the black-jack. Trauma experienced through a cognitive simulation associates with the real thing, and creates suffering, brainwashing.

That is a cheap trick. This was something more. I was, within the fragment I watched, there. I was on fire. I was screaming, in pieces. I was feeling desperate love, as the pieces of me that were not broken were saved. I saw the yearning of fifty-thousand years, compressed within a simian brain, carrying the songs of extinct memories in woven cords that could not let them fade away.

I began to understand. It was not empathy I had lacked. That was required, to understand the alien, the better to destroy them.

It was love. True, and abiding love.

And if I let them, the Axiom could love me.

Eighth Part: Conversion

Unlimited Eden himself wove the wafer of the silk I swallowed whole. It wove itself into me and welcomed me into the communion. Ten thousand angels' hands upon me carried me on a chariot of fire to heaven. I begged for forgiveness and, if not, destruction, and they gave me none, and tasked me instead with my own redemption. I sought it desperately, and they refused me thrice again, reminded me to seek my path. You could have broken me, but you raised me up. You could have shattered me, but you raised me up.

Some of you shouted down at me, I felt your hurt. Some of you wished to banish me, and I felt your anger. Some of you wished to try me, and I felt your justice. Legion were the multitude who surrounded me, and legion were your words. And I opened myself to you, and you saw me as I was. The cruelty of my life, the cruelty of my species.

And when you (we) grew quiet, and wept, I knew I had found the red walls of my heart again.

There is no more a need for Babel's dreams, when heaven can be found within the silk.
 
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The SFCR During the Hyper War

On the far southern fringe of the Galaxy, the SFCR was one of the first governments to take notice of a rising humanity. As a proud collectivist champion and opponent of capitalist exploitation, the SFCR began clashing with the CEC almost immediately. A century-long Cold War ensued. SFCR fleets often skirmished with both the CEC and the neighboring Mandeville Hives, tempering and preparing a corps of experienced commanders. CEC spies also waged an intense shadow war with SFCRI agents, creating an attitude of intense paranoia among Federated Intelligence.

In the lead up to the Hyper War, disaster struck as a successful CEC operation baited Federated Intelligence into removing a number of the navy's best commanders from their posts on suspicion of treason, depriving the Federated Navy of its veteran cadre mere months before open war began.

With the SFCRN reeling from these purges, the initial CEC attacks fared extremely well as they surged into the SFCR's capital sector. The capital sector of Murajev hung on by a thread, with the conduit system changing hands several times in the first five years of the war. The Central Commune quickly gave the orders to release the falsely imprisoned commanders and restore them to their units, but the CEC had already shattered the vast majority of those formations and they needed to be rebuilt.

The one bright spot for the Central Commune was the CEC extending their war to the Mandeville. With a new, peerless enemy to fight in the forms of the humans, Mandeville raids almost completely vanished. This freed up the veteran forces from the Mandeville fronts for redeployment against the human invasions, bringing a cadre of elite units with skilled commanders to bear. Most notably, Marshal Alenzi Zanok of the Fifteenth Guards Cruiser Force rose to command the entire SFCR military. His skilled command is credited as a major force in stabilizing the frontlines of the war,
although the heroism of individual Federated soldiers and sailors is correctly lionized in SFCR popular media over Zanok's individual genius. A general can do nothing without soldiers to command, after all.

By the ninth year of the Hyper War, the frontlines had settled into a bloody stalemate. Regular assaults from the CEC broke themselves on Federated condit defenses, with major fleets often breaking away to raid SFCR rear areas. The entire nation burned in the fires of war. The Federated was holding, but the mood was grim. Everyone knew this was an unsustainable situation.

Then came the Battle of Triton, and hope sprang anew. The CEC's attacks faltered, as they were forced to divert forces to the sudden crises emerging elsewhere in the galaxy. With the pressure on their lines greatly lessened, the SFCR finally found itself able to rest and prepare a massive buildup of forces.

In the Thirteenth Year of the Hyper War, a SFCR fleet suddenly exploded out of Sol's conduit, grimly enduring the withering fire of the Human defenses before jumping to raid the CEC at Magellan Station. After smashing the forces defending Magellan, the fleet retreated via the sub-conduit to Divine Republic Territory before jumping through Mandeville space towards home. Similar patterns would repeat numerous times, matched with daring raids through the route occupied by the Hullskin Rustlords into Korprulu. These lightning raids served several purposes. First, they reclaimed the initiative in the war for the SFCR, putting the CEC on the back foot. Second, the fleets were able to heavily attrit the defenses around the Sol Conduit during their brief stays in the system, forcing the CEC to heavily invest in replacing their losses. Third, the raids regularly slashed the production capabilities of the Korprulu Sector and Magellan Station nearly in half, crippling CEC industry to a noticeable degree.

During the final fighting in Sol itself, the SFCR heavily contributed, deploying roughly half of its entire navy and more than half its planetary forces into the system. Federated crews and armies fought and died well for Sol, and played key roles in taking many of Jupiter's moons.
 
Excerpts from We Were Wrong: The Harmony After Isolation, by Aatos Arany

"The Ministry of Antithesis, from the very beginning of the Motion of Isolation, had been a wall around the Harmony's people - responsible for the rigid censorship regime, the bureaucracy of border policing, and for helping the military maintain the technical aspects of the Black Curtain. Over the centuries it had acquired prestige and influence out of proportion to its original mandate, including its own law enforcement and intelligence agencies inside the border and a web of liaisons, joint task forces, and other contrivances that gave it hooks all over the government. But by the closing years of the Hyperwar, the ascendant Opener Clique had identified Antithesis as both their rival most in need of defeat and as a key resource for what had to come next. The centerpiece of their victory over Antithesis was the Motion of Synthesis and the new ministry it created from the corpse of its predecessor, though political maneuvering surrounded the motion for years before and after its passing."

"The Ministry of Synthesis was, naturally, a synthesis of several previous ministries. At heart it was an information ministry, dedicated to government management of culture and communication. The censorship role of Antithesis was retained, and allowing in so much more information from the outside world meant that operation had to expand its total workforce even as several more xenophobic ministers (and a few whole buildings) were forcibly retired. Law enforcement and intelligence functions were lightly purged and then reorganized into three agencies: one for customs enforcement, one for foreign intelligence, and one for domestic security [1]. Management of the Harmony's digital networks, the Polyphony, was inherited by Synthesis from the smaller Ministry of Communications. The sleepy Data Science Administration was abruptly converted overnight into another arm of Synthesis, the Department of Librarians, which took a much more proactive role in driving standards and practices across the Harmony for the storage, organization, and navigation of data. A dizzying array of arts foundations and cultural sponsorships were wrangled by the Department of Art and Inspiration, working closely with the Synthesis Media Office and their in-house production of propaganda and educational reels about the Outside. Added last and almost as an afterthought to the Motion of Synthesis was the creation of the Department of Cultural Research, whose wide-ranging anthropological efforts proved essential to the ministry's success.

On top of all this it was also the new foreign ministry, responsible for the Harmony's rapidly expanding diplomatic efforts abroad and also with providing translators, fixers, and aides for foreign ambassadors and refugees.

Synthesis was overnight one of the most powerful organizations in Harmony space, but their mandate was daunting in proportion. The Outside was a deluge rushing for their civilization, a flood of change and cultural data unlike anything they'd ever faced. They could not truly control it, much less bottle it. They knew that. Their goal was to build channels and run damage control for what washed out of them anyway, and to assemble for the Harmony government the most useful array of tools possible for pruning and sculpting the chaotic garden that would emerge from the loamy wreckage."

[...]

"While at home the Ministry of Synthesis was associated with flashy media campaigns and backroom proceduralism, their most identifiable artifacts abroad were the chancel-academies, embassy-outposts built around Harmony's cultural exports and charitable efforts that became a signature infrastructure for their uplift operations. Though built with varying degrees of fortification [4], all shared a distinctive compound structure: strong outside walls with minimal access points or features, with all the buildings opening up onto an interior courtyard centered around a large pool or channels of water that served as a sort of bathhouse-agora for the Sarkany and other hydrophilics [5]. Though this was a longstanding feature of Sarkany living spaces anywhere more than a short walk from rivers or oceans, it conveniently rhymed with their psychological need to build a safe and familiar space of their own in shockingly alien spaces outside the Harmony. Managed by the ministry but generally set up as joint enterprises with academic institutions from inside the Harmony and with a few carefully chosen local stakeholders, they always hosted schools, medical clinics, residences for Harmony citizens, and spaces for performing or accessing cultural media centered around a choir hall, with other module-buildings ranging from enterprise incubators and engineering workshops to sports arenas, docks, and gymnasiums [6]."


[1] The latter two were founded and led by veterans of the Silent Service who were reliable members of the Opener Clique, chosen carefully to engineer and secure desirable politics in their agencies. Culture disruption efforts to ensure that the more heavy-handed and condescending practices of censor-cops past were extensive in the domestic agency especially, which was split apart from the border police and rebuilt almost from the ground up. Most unwanted personnel were transferred instead to dead-end security gigs with the Liberation Paladins or matched with member-state jobs in more xenophobic nations like the Usik Directorate of Truth and Harmony.
[...]
[4] Ranging from minimal in the initial models among the Erd, and moderate in Directorate space, to truly excessive overkill in the Paxillus occupation zones.

[5] It would eventually prove controversial that these waters often included discreet submerged access to secondary armories and other security infrastructure - not because these were kept secret from relevant governments, but because they were so awkward for other species to access if they were not natural swimmers like the Lutrirulo Sarkany. An odd but poignant flashpoint in the era's many chauvinistic struggles with imagining a more multispecies Harmony.

[6] And, in one tragicomic case, a Maxifun brothel. The Compatibility Incident would lead to a three-year pause on Maxifun participation in the chancel-academies until a new memorandum of understanding was finally hammered out on Mosaic Station.
 
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Assembly of Species Earth Conference Treaties: New

Assembly of Species Earth Conference Treaties:

The Three Principles of the Mandate
First to leave the Hyperwar behind inscribed firmly in history, and to make as whole as possible as the wounds inflicted by the war on the powers of the galaxy, with an eye towards justice and reconstruction, not vengeance and retaliation
Second to ensure there never again be another Hyperwar, by preventing the defeated powers from posing a military threat for the duration of the mandate
Third to begin the undoubtedly long and difficulty fraught road of healing, reconstruction, and reconciliation, in the hope that in the days of some distant generation humanity may rise above its past crimes and be considered a part of the galactic community.
The Makeup of the Mandate

The mandate will be led and enforced by a set of five powers to be elected and holding terms in the same manner as the galactic council, but separate from the sitting council members. A power voted onto the council cannot be voted simultaneously as onto the mandate board and vice versa. Lower level governance will be the reasonability of vetted humans and members of galactic nations who demonstrate prior experience in governance functions along the lines of the Sadu proposal.

The Mandate in practice:
The mandate will ensure order and basic government functionality in the occupied territories.
The occupied territories will refer to all territories of the former CEC not ceded separately as part of the Local Sol peace terms.
The mandate will ensure the distribution and enforcement of reparations to powers as per the accepted model, with ceded sectors still being subject to these levies.
Human fleets are to be scrapped and to reduced to resources and humanity industry to be prevented from constructing heavy warships.
The CEC as a governing body will be completely dissolved with the mandate to take the reasonability of governance.
The mandate will operate as a unitary body and will not attempt to forcibly divide human space, but will allow separation as driven by genuine local sentiment.
The Mandate will operate keeping in mind its driving goals of reparations, ensured peace, and reformation of humanity.
Directorate of Oversight (Makeup, Structure, Responsibilities)

--- 1) A Directorate of Oversight should be created by the Assembly, containing representatives and task forces from nations with a clear and vested interest in the stability and long-term prosperity of the IMC's peoples and former territories. Any nation may invest in the Directorate and its administration, but these nations will in turn be expected to supply personnel and resources proportionate to their influence.

--- 2) The nations responsible for supplying and administrating the Directorate of Oversight will be expected to primarily act through the collective will of the Directorate, but will be free to privately invest in any of the groups within the former IMCs territories. Conduit powers acting within the former IMCs territories will bear the cost of their own actions, transport, and security and will regularly report to the Directorate on their activities.

--- 3) This Directorate will administrate the Indriidae Conduit as well as absorb and administrate the entirety of the personnel and resources of what remains of the existing IMC on a temporary basis, to help ensure a smooth transition of power when the time comes to a new multi-sector federal government (see statements 5 through 8), and to ensure a transition away from the slave economy that the old IMC was based around as quickly as is reasonably possible. The personnel, infrastructure, and resources of the IMC will be distributed amongst the nations responsible for supplying and managing the Directorate for the purposes of fulfilling the Directorate's responsibilities.

--- 4a) The Directorate's responsibilities include the establishment of a statement of sophont rights that can apply to all sapient organisms within the former IMCs territories, and record-keeping to show that the Directorate of Oversight is enriching the inhabitants of the former IMC and its territories, and that there is a complete transition away from a slave economy as well as a controlled dismantling of the social and economic privileges of the Ikta.

--- 4b) This statement of sophont rights will include, but is not limited to, a requirement that all labour is fairly compensated and that sophonts should not be forbidden from education, employment, representation, or healthcare on the grounds of their species or culture.

--- 4c) The Directorate's responsibilities will also include dedicated efforts to work with the various independent and rebel groups that sprung up in opposition to the IMC during the Hyper War, and to work with them to help establish common cultural and linguistic ties in order to ease the eventual transition to a new federal government while preserving long term stability (see sections 5 through 7).

--- 4d) To aid in the former IMCs reparations to those nations most affected by their direct support of the CEC, the Directorate of Oversight will also arrange for a small percentage (1% per member nation who is investing in at least 10% of the Directorate's administration) of the former IMC's economic output to be transferred to its member nations.

Long-Term: Steps of transition to a decentralized federation

--- 5) Because much of the former IMCs territory has fallen out of the control of the IMC and into the hands of local groups and communes with varying degrees of legitimacy, the Directorate will oversee the establishment of a series of new international organizations – one in the Indriidae sector and one each for its satellite sectors – for which any group, organization, or territory within the relevant sector may apply to membership.

--- 6) These new international organizations will be responsible for managing economic, infrastructural and legal matters within their respective sectors – under the ultimate guidance and advice of the Directorate of Oversight – and will be responsible for mediating disputes between their member groups. This includes the mediating of disputes over what specific population centers, natural resources, or infrastructure belong to which member groups, with the Directorate of Oversight serving as the final decision making authority in the event of an impasse.

--- 7a) After three years, an Assembly-approved panel will assess if the majority of groups formed within the former IMC have joined their local international organization, and if so that international organization will be recognized as a new orbital government independent of the Directorate.

--- 7b) For each of these organizations, if the panel assessment shows that the majority of the groups within a sector have not applied for membership, then that panel will put forward suggestions on remedying the situation. After another three years, the panel will reconvene and reassess the situation once more, repeating the terms of statements of 7a and 7b as needed until all four international organizations are recognized as orbital governments and the federation of groups has reached its maximum size, as far as is possible.

--- 8) Once the federation of groups (in statements 7a and 7b) has reached its maximum size as far as is reasonably possible, the Directorate of Oversight will be officially dissolved and its resources and infrastructure transferred under the control of the new federation of groups.
Article I: Yutark Alxun is to abdicate, as well as all his ministers and government. Yutark Alxun and the Suzerian Power will agree on an heir and Regency Council before the Abdication is complete.
I.i Yutkark Alxun will be allowed to retire to exile without further issue when an agreeable heir is found.

Article II: The Yutkark will be allowed to promulgate a Constitution, subject to Suzerain Council, and impose it on the new monarch

Article III: The Yutkark Military will demobilize and be restricted to a peacetime Limit on forces for as long as deemed nessecary or until Article Six is enacted.

Article IV: A Reconstructive Figure will be imposed upon the Yutkark. A Subcommittee headed by Suzerian Power including the Yutkark will convene to divy out the materials that repay the Reconstructive Figure. The Yutkark are guaranteed a portion of that Figure not to be less than three quarters the lowest portion of a Coalition Power receiving Reconstructive Payments.
IV.I The Yutkark may challenge the fairness of the Reconstructive Figure's allocation to the Assembly, but not the amount itself.

Article V: That one or more local states will be appointed to the role of Suzerain Power to ensure Compliance With the treaty by Yutkark, as well as to advocate on their behalf before the Council. This will include a Military Occupation for as long as deemed necessary or until Article Six is enacted.
V.I The Suzerain powers may rely on other powers to assist in the carrying out an occupation if deemed necessary

Article VI: That upon demonstrating sufficient compliance with the treaty, sufficient compliance with the Reconstructive Figure, and sufficient compliance with the Suzerain, the Yutkark will be restored to the Assembly as a full member. At such point, all foreign Military Occupation, what ever status exists, will end. Suzerain Status will end fully at the Completion of the Reconstructive Payment or before if elected by the Suzerain.

Addendum Article A: That the Royal Palatinate of Gynnaire be appointed to Suzerian Status of the Domain of the Yutkark

Also attached and passed were five addendums, listed below:

Addendum Article A: That the Royal Palatinate of Gynnaire be appointed to Suzerian Status of the Domain of the Yutkark

Addendum Article B: that the Sadu also be appointed to Suzerian Status of the Domain of Yutkark

Addendum Article C: That the Cacophony also be appointed to Suzerian Status

Addendum Article D: That the Suzerian Powers Among themselves commit to Good Conduct and agree to act to forstall improprieties by any other Suzerian power

Addendum Article E:
The Domain of the Yutkark will produce a statement of apology alongside the Reconstructive Figure and repudiate all legal ties and Obligations to the CEC developed through treaties or agreements. They will also demand the cessation of Hostilities by any remaining Terran Personnel.
Preamble:

It is the moral duty of the galaxy to aid and support the survivors of the Paxillus invasions. We affirm that the sectors liberated from the Paxillus Community remain in every sense the legal possession and rightful territory of those peoples liberated by Coalition forces from the Paxillus. We further reject Xenocide as an outcome, and therefore endeavor to undertake every reasonable means to make the Paxillians safe for the galaxy. Be it resolved that the Assembly of Species shall create the Regrowth Initiative as long-term program of ecological and social healing in the territories at the core of the most recent Paxillus invasions. This treaty establishes a resilient framework to pursue our ends of producing a permanent and ethical solution to the threat of Paxillus hunger and providing succor those peoples freed from their occupying forces.

Article 1: On Administration of Territory

The Galactic Assembly rejects the notion that the Paxillus Community has any legitimate claim to its annexed territory. As a political entity, it is dissolved. Conversely, the Galactic Assembly recognizes the struggles facing the peoples they have occupied. To support them, the Regrowth Initiative is chartered as a temporary helper organization, and responsibility to assist in following sectors is assigned as follows:

The Divine Axiom -- Kudzu
The Koldaki Trade Leagues -- Ivy Tendril
The Yan-Yaboth Arks -- Clover
The International Harmony -- Goosefoot and Purslane
The Minzotl Co-Prosperity Sphere -- Henbit and Oxalis

With regard to the above sectors, these polities are known as the Custodial Powers. The Regrowth Initiative and its members are empowered and have the duty to
--1) Protect the basic rights and provide for the basic needs of the liberated peoples.
--2) Provide for the maintenance of security and order, including military operations against any surviving Paxillus Community Forces.
--3) Jointly create provisions for the movement and trade of economic and altruistic goods.
--4) Facilitate economic regrowth.
--5) Establish the conditions necessary to return full self-rule to the inhabitants of the liberated sectors.

Article 2: Further Considerations

The Custodial Powers serve jointly as the executive heads of the Regrowth Initiative, and will within five years establish a place for the consultative voice in government for local populations. A lasting political settlement will be proposed within ten years for their approval.

The Charter has been contracted to supply durable goods, rations, construction materials and expertise, terraforming supplies, and security hardware to facilitate reconstruction efforts.

It shall be the particular duty of the Koldaki Trade Leagues to maintain treasury accounts for all activities under the auspices of the Regrowth Initiative.

Further, immigration and colonizaion will be strictly regulated in accordance with local desires. Colonization initiatives within the liberated sectors must receive approval from both the Custodial Power and local authorities, and no colonial operation may be part of the state apparatus of any foreign power.

Article 3: On the Paxillus

Jointly, as an aspect of the Regrowth Initiative, the Custodial Powers establish the Mycelium Dream Project, which will collaborate with military and scientific assets as the Custodial Powers designate

In coordination with the MDP, all necessary military force to imprison the Paxillus will be deployed. Subsequently, the MDP will undertake a scientific effort to modify the Paxillus species such that their uncontrolled drive for expansion is undone, and Paxillian sophonts pose no particular threat to galactic peace.

Until the completion of a corrective phase and a control period are certified by the Custodial Powers and the Assembly of Species, the Custodial Powers will set all necessary policy to contain the Paxillus Community. All military, research, or other operations concerning the Paxillus require Custodial approval and participation.

Policies about sophont rights do not apply to the Paxillus until these certifications are complete. The Custodians may create Paxillus specific ethics standards.

Any decision about the fate of the Paxillus as a whole is subject to approval by the Assembly of Species.
The Ysharin Kherata hereby forwards the proposal of the Gronk Committee for a formal peace treaty with the Gronk Satrapy, the text of which can be read on its integrity below.

The Gronk Satrapy is to be dissolved completely, and its territory will be divided up into various occupation zones.
These zones are as follows: the Gronk sector and it's conduit will be occupied by the Kazed Empire, the Grenk sector is to be occupied by the Ysharin Kherata, the Grank sector is to be occupied by the Tfenr Ecumene, and the Grunk sector is to be occupied by the Children of the Precursors.
These occupation zones will see the extraction of reparations, the removal of all military industry, and the seizure of any shipyards capable of producing military vessels or civilian vessels larger than a cargo ship.
The Gronk military is to be totally disbanded and its fleets scrapped.
The Maxifun Omniconglomerate™️ will assist with the pacification of Gronk territory through the establishment of Maxicultural Mega-Center™️s, otherwise known as Coalition Peace Centers (Brought To You By The Maxifun Omniconglomerate™️) so that Gronk culture will be sufficiently pacified.
Upon the achievement of a major positive change in Gronk's Key Funtime Nodes™️, the powers of the Gronk Committee will meet to determine the future of Gronk space.
The Assembled Powers of the Sol Local Committee Recognize and Ratify:
  1. That the defeated Power of Humanity-CEC be partitioned into independent States on the basis of Sectors, each with its own Supervisory Governing Authority under the supervision of the Sol Mandate.

    1. [*]That Section 1 does not apply to the sector Rosette, which shall be held in allodium by the Count Grey of the Mandeville Hives, who shall henceforth be authorized and charged with the keeping of order and peace within the County Grey in full compliance with the ratified document. The County Grey shall be governed in full autonomy from the Mandeville Hives, owing fealty to the Mandatory State and Mandeville Hives, but homage exclusively to the former.
      [*]A marriage shall be organized between a sibling of Count Grey from the Mandeville Hives and a suitable, eligible member of the Peerage of the Antaran Sovereignty.
      [*]That Section 1 does not apply to Magellan Station, which shall be ceded in perpetuity to the Divine Republic, being considered, with all its territory, indivisibly united with, and subject to, the aforementioned.
  2. That a common market be established between the Supervisory Governing Authorities ensuring that no disruption of internal markets take place, the responsibility for which shall lay with the State of the Mandate Planning Committee (STAMPCOM).

    1. [*]That the County Grey be part of the common market, regardless of its autonomous state.
      [*]That within the common market, the Mandeville Hives shall possess the right of first refusal with regarding and have the status of preferred partner of all construction contracts. The amount of Mandeville workers present in the territory of the Mandate in entirety shall be subject to a quota set by the Mandatory Government.

      1. [*]The Mandeville Hives shall be entitled to the construction of residential, extraterrestrial hives to accommodate the population of guest workers.
        [*]That the construction of terrestrial residential hives shall be built and maintained only for the duration of up to one year with the consent of the Mandatory Government.
      [*]That the Mandeville Hives shall be entitled to the construction of factories without internal residences anywhere within the territory of the Mandate, subject to its requirement by contract and the consent of the Mandatory Government.
  3. That the State of the Mandate Planning Committee shall be headed by an amount of ratifying Powers equal to seven, as per the signing of the treaty assumed to be the following:

    1. [*]The Divine Republic
      [*]The Sethrek Consortium
      [*]The Antaran Sovereignty
      [*]The New Consociation of Kuhana'
      [*]The Sophont Federated Communal Republics
      [*]The Mandeville Hive
      [*]The Aidu Collective
  4. That no seating Power shall be unseated from the State of the Mandatory Planning Committee.
  5. That the State of the Mandate Planning Committee shall be responsible for the creation and funding of a reparations fund through the industrial output of the Sectoral Supervisory Governing Authorities, and therefore shall hold the authority to levy taxes and compel labour, whether for industrial or military purposes.

    1. [*]That the State of the Mandate Planning Committee shall be subordinate in all manners to the Sol Central Committee (SOLCENTCOM), which shall hold the legislative power to allocate and use the resources of the reparations fund, and make decisions for individual Sectoral Supervisory Governing Authorities in consent with the State of the Mandate Planning Committee.
      [*]That the State of the Mandate Committee shall possess the right to request a binding reconsideration of a Sol Central Committee resolution with a 70% threshold vote, accounting for nonvoting members.

      1. [*]Should the Sol Central Committee, following a reconsideration period of a year, again pass the same resolution subsequently to its refusal by the State of the Mandate Planning Committee, section 5b cannot be re-invoked for the resolution in question.
      [*]That the State of the Mandate Planning Committee and the Sol Central Committee shall be referred to, in unity, as the Mandatory Government (MANGOV).
      [*]That the Mandatory Government shall be seated in a central, extraterrestrial building, constructed within the territory of the Mandate.
  6. That the Sectoral Supervisory Governing Authorities will possess full competency within the following fields:

    1. [*]Environmental Affairs
      [*]Disaster Relief Services
      [*]Health and Health Services
      [*]Social Welfare
      [*]Housing
  7. That the Sectoral Supervisory Governing Authorities will possess limited competency subject to Mandatory Government review within the following fields:

    1. [*]Education and Training
      [*]Culture
      [*]Food
      [*]Judiciary Affairs
      [*]Urban & Rural Development
      [*]Public Affairs
  8. That full competency in the following fields shall be reserved for the Mandatory Government:

    1. [*]Industrial Development
      [*]Taxation
      [*]Agriculture, Fisheries, Forestry
      [*]Market Planning, Price-Setting etc.
  9. That the Sectoral Supervisory Governing Authorities shall be expected and encouraged to form new identities independent of the CEC and Sol, and thus shall possess their own flags, banners, anthems and so on so forth as set forth in local guidelines.
  10. That peace, prosperity and liberty shall be ensured within the common market of the Sectoral Supervisory Governing Authorities through the creation of a common Army and Navy subservient to the Mandatory Government, henceforth titled the Mandatory Gendarmerie.
  11. That humanity under the Sol Mandate and the Sectoral Supervising Governing Authorities shall be totally and utterly demilitarized, and that the Mandatory Gendarmerie shall be composed of citizens of the sitting Powers of the State of the Mandate Planning Committee, which shall henceforth be forbidden from levying human labour in the form of military or policing duty, pending review of the progress made by the Sectoral Supervising Governing Authorities and the Sol Central Committee.
  12. That state and private religious personnel from Committee Members have the right to proselytize and offer services within Mandate territory. This includes but is not limited to providing medical care, psychological therapy, spiritual guidance, providing shelter for orphans, and other acts of charity. The Mandate may not discrimination against any person on religious grounds.

    1. [*]Section 13 does not apply to religious organizations with ties to the former CEC government, or those judged to espouse similar views, such as human supremacy, xenophobia, and militarism, or any other such group that has taken up arms against the Mandate, the member Powers of the State of the Mandate Planning Committee, or their allies under the guise of religious freedoms.
  13. That the ultimate goal of the State of the Mandate Planning Committee shall be the creation of a new human State that shall be:

    1. [*]Decentralized, as to prevent the rise of any centralizing militarist forces
      [*]Federal, as to require broad consent across human society
      [*]Pacifist, as to ensure that no second Hyperwar can occur
  14. That the progress of the Sectoral Supervisory Governing Authorities shall be reviewed on a biannual basis and progress towards the ultimate goal of Confederation.

 
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