Hegemons: a Game of Secrets and Empire (Recruitment/OOC)

Location
Finland
HEGEMONS
a Grand Strategy Game of Secrets, Empire and Betrayal





And so did His Imperial Majesty THYMOS decree in the sixtieth year of His reign that an ORDER OF HEGEMONS was to be established...
-The New Imperial Chronicle, 1021 HC

Once, Earth sent out her countless children to claim the stars in Her name. Generation ships, cryo-arks and drone swarms in their endless ranks fled their wounded mother and headed for distant worlds. But the way was long and the void too vast to be held in the grip of any human. Any dream of interstellar unity was doomed to failure simply from distance and time. Earth lost contact with her many children, and in time Earth lost itself, collapsing in ecological collapse and nuclear fire. The colonies were left to survive on their own. Humanity was fragmented.

A thousand years ago, unity returned to Earth. Fragmented peoples and governments were brought together under the flag of Empire. The solar system was reclaimed and prosperity of a kind - a new regime of aristocratic Houses and Imperial guilds - returned to her people. Yet expansion beyond those borders remained as hopeless as before.

Only the coming of the Twelfth Emperor changed that. PHAROS, first of His name, had been bred in a reservoir of experimental chemicals and genetic modification deep under the Imperial Palace. He grew intelligent and visionary beyond any who had come before. Scientist, warlord, administrator and messiah in one, Emperor Pharos engineered vital new technologies to begin a new age of Mankind: advanced slowburn engines to cross interstellar distances and jumpgates to provide instant travel between distant stars once built.

The first true interstellar empire was born from these blades into the flesh of space and time. The First Expansion brought a handful of worlds into the Empire of Earth, but in time Pharos succumbed to mortality, replaced by his far less talented son THYMOS. For decades, Thymos kept expansion efforts halted. At last, that has changed. The Hegemonic Decree has authorized the appointment of six Hegemons to lead new expeditionary fleets into the uncharted Dark Worlds. They will answer to the Emperor alone, and are to be drawn from the most exceptional and superior of Humanity's creations.

Out on the frontier, they will have the power to authority to act as they see fit. The Emperor does not see, perhaps, that such freedom may spark dangerous ambitions within them as well...

***
Hello and welcome to Hegemons. This is a grand strategy roleplaying game where you take on the role of new warlords, explorers and politicians leading humanity's expansion into the night of uncontacted space, but with ultimate goals of your own. The setting and central concept is inspired by the Horus Heresy of Warhammer 40k. You are six ambitious and demigod-like beings whose actions will determine the fate of Mankind forever. Your goal is to amass power and resources while working on behalf of the Emperor until you are in a position to make a play for your Secret Goals. Those secret goals may, of course, also be in conflict with those of your peers...

The game will end when the first Hegemon has completed all of their goals.

Though there are defined rules and mechanics, this is a roleplaying game and as such roleplaying your Hegemon, flavoring your actions and playing for in-universe motivations as well is encouraged and expected.

***
Gameplay

As a Hegemon, you control Assets and Systems. Assets represent forces at your command. These can be Military, Popular, Influence, Technology or Secrets in type. They represent warfleets, propaganda machines, orders of scientists, societies of the noble elite, spy agencies and such. Each Asset has a set Tag, which allows them to act with additional advantage in Missions with that Tag, or in Missions they would normally be used for. You begin with 3 Assets and may gain them through play by amassing Points in their category. Your Hegemon also acts an universal Asset that can be used for any kind of Mission.

Systems represent solar systems. They have a number of Interests - planets and space stations, generally - which generate points as income and allow certain Missions to be undertaken. You deploy your Assets to Systems to use them.

Missions are actions you can take with your Hegemon and Assets. They include things like Surveying Systems, Invading Worlds, Subverting Assets, Investigating Anomalies, generating Points towards Assets, etc. To attempt a Mission, you must assign at least 1 Asset or your Hegemon to it. Missions are always of a set type - Military, Popular, Influence, Technology or Secrets - and only Assets of that type may be used for them, unless they also have a matching Tag. With a matching tag, Assets may be used for Missions outside their usual Type - for example, a Military Asset with a special forces emphasis might have the Black Ops tag, allowing it to do any kind of Military Mission as well as other Missions tagged with Black Ops, such as the Secrets Mission Steal Military Secrets.

When attempting a Mission, you roll a number of six-sided dice. Each Asset involved provides 1d6; the circumstances and traits of the System may add or subtract from these dice, as do defending Assets in a hostile Mission. A matching tag provides an additional +1d6.

To determine success, the highest roll of the involved dice is chosen. A highest roll of 4, 5 or 6 is a success for the Mission. A highest roll of 1, 2 or 3 is a failure. If modifiers reduce the involved dice to 0, you roll two dice and choose the lowest total. If your dice are reduced to -1, you roll three and choose lowest, and so forth. You should generally not expect to get into negatives.

If you roll 2 or more 6s, the Mission is a Critical Success that may have additional effects.

Some Missions have additional consequences for failure, but in most cases failure simply means no effect.

Turn Progression

Each turn of the game represents one Year. All declared Missions are resolved for the next Year. Hostile Missions (Invade, Subvert, Incite, Exterminate, etc) are resolved last, with Incite and Subvert before Invade if relevant. You may attempt as many Missions as you have Assets + your Hegemon.

You will declare your Missions for all your Assets every year with accompanying RP and flavor. Some Missions can be done secretly. If you wish to take a secret action, declare it in a post without including a target (Ex: Shadow Cabal [Secrets]: Subvert Asset instead of Shadow Cabal [Secrets]: Subvert Asset (Imperial Battlefleet Gold)) and send the details to me in a direct message.

You can roleplay with your fellow Hegemons as much as you like during your turn. Hegemons are always presumed to be an interstellar comms message or quick meet-up away if their players so wish. If you want to roleplay a secret meeting, open a conversation with their player and the GM.

Missions
Unique: Some unique Missions arise from random events or special player actions during play.

General:
-Invade System [Military] - Void Warfare: Assign Assets to seize void dominance of a System, a prerequisite for Invading individual Worlds or Stations. On a success, destroy one defending Asset (defender's choice) and displace the rest. On a failure in this Mission, one of your Assets is destroyed (your choice) if there are defending Assets, and any others are displaced. On a critical success, you destroy an additional Asset.
-Invade World [Military] - Planetary Warfare: Assign Assets to make planetfall and seize control of a World-type Interest. On a success, you take control of the World and destroy the defending Assets. On a failure, one of your Assets is destroyed (your choice) if there are defending Assets.
-Invade Station [Military] - Void Warfare: Assign Assets to prepare for boarding and seize control of a Station-type Interest. On a success, you take control of the Station and destroy the defending Assets. On a failure, one of your Assets is destroyed (your choice) if there are defending Assets.
-Survey System [Technology] - Exploration: Assign Assets to survey a System and observe any potential inhabitants. On a success, Interests and Assets in the System are revealed. On a critical success, you identify a weakness in one Asset and may take +1d6 for the next Mission against it.
-Incite Revolt [Popular] - Public Influence: Assign Assets to incite revolts, sabotage and attacks against a targeted Asset in the System. On a success, the targeted Asset is neutralized for the next Year. On a critical success, the targeted Asset is destroyed.
-Subvert Human Asset [Secrets] - Corruption: Assign Assets to infiltrate, corrupt and turn an Asset to your side. On a success, the Asset becomes Subverted. At any point, you can choose to turn a Subverted Asset to act on your side. The owner of the Asset does not become aware that the Asset is Subverted until you turn it or they Purge the Asset. On a failure, the owner of the Asset becomes aware of the attempt.
-Subvert Machine Asset [Secrets] - Machines: Assign Assets to hack and corrupt an Asset relying primarily on machine intelligence to your side. On a success, the Asset becomes Subverted. At any point, you can choose to turn a Subverted Asset to act on your side. The owner of the Asset does not become aware that the Asset is Subverted until you turn it or they Purge the Asset. On a failure, the owner of the Asset becomes aware of the attempt.
-Subvert Imperial Institution [Secrets] - Corruption: Assign Assets to infiltrate and compromise a key Imperial Institution. On a success, you gain control of an Imperial Institution with the associated benefits. On a failure, the Emperor's Attention is increased.
-Purge Asset [Secrets] - Investigation: Assign Assets to investigate and purge a controlled Asset that you suspect of having been Subverted. Assets already turned to openly act for the enemy cannot be Purged. On a success in this Mission, the targeted Asset is no longer Subverted. On a critical success, you learn of another Subverted Asset if any exist.
-Negotiate Agreements [Influence] - Diplomacy: Assign Assets to an uncontrolled inhabited System negotiate peaceful submission to your rule. On a success in this Mission, the System becomes a satellite state transferring its Points income but not its Assets to you. Defending Military Assets in the System reduce your dice for this Mission.
-Study Anomaly [Technology] - Strange: Assign Assets to study an Anomaly. Requires a controlled Anomaly Interest. On a success, yougain something from the Anomaly.
-Establish Civilian Interest [Technology] - Exploration: Assign Assets to establish a colony, mining efforts or research facilities on a suitable Potential Interest. On a success, turn a Potential Civilian Interest into a Civilized World/Habitat, Mining World/Station or Research World/Station.
-Establish Military Interest [Military] - Training: Assign Assets to establish military facilities on a suitable Potential Interest. On a success, turn a Potential Military Interest into a Military World/Station.
-Exterminate World [Military] - Apocalypse: Render a World uninhabitable or destroy a Station through orbital bombardment, biological weapons, weaponized spacetime anomalies or any other means. On a success, the targeted Interest is destroyed. This Mission automatically succeeds if the targeted Interest has no defending Military Assets. Use of this Mission provokes the Emperor.

Asset Missions:

-Military:
Generate Points towards gaining a new Military Asset.
--Requisition From Elites [Influence] - Elite Influence: Petition, command and charm the noble Houses to provide household troops, high-quality equipment and trained personnel for your military forces. On a success, you gain +50 Military Points. On a critical success, you gain +75 Military Points.
--Volunteer Campaign [Popular] - Public Influence: Encourage enlistment and donations to the cause through mass public campaigns targeting the masses. On a success, you gain +25 Military Points. On a critical success, you gain +50 Military Points.
--Develop Weapons [Technology] - Research: Forge high-tech armaments, assemble robotic soldiers, engineer supersoldiers or take other advanced technological means of amassing further military power. On a success, you gain +25 Military Points. On a critical success, you gain +50 Military Points.
--Steal Military Secrets [Secrets] - Black Ops: Acquire advanced components and research data through unorthodox means and put them to better use as part of your war machine. On a success, you gain +25 Military Points. On a critical success, you gain +50 Military Points.

-Popular: Generate Points towards gaining a new Popular Asset.
--Improve Living Standards [Technology] - Welfare: Develop civilian applications for advanced technology to improve living standards and win loyalists among the masses. On a success, you gain +50 Popular Points. On a critical success, you gain +75 Popular Points.
--Support Reforms [Influence] - Politics: Advocate for reform efforts to aid the common folk in the Imperial Senate through your supporters there. On a success, you gain +25 Political Points. On a critical success, you gain +50 Popular Points.
--Hold Triumphs [Military] - Authority: Hold grand triumphs and parades with your military forces to blind the people with glory and might. On a success, you gain +25 Political Points. On a critical success, you gain +50 Popular Points.
--Infiltrate Opposition [Secrets] - Corruption: Infiltrate insurrectionary and radical movements to neuter, discredit and provoke them into irrelevance, leaving only loyalist voices to bolster your support. On a success, you gain +25 Political Points. On a critical success, you gain +50 Popular Points.

-Technology: Generate Points towards gaining a new Technology Asset.
--Study Dark Tech [Secrets] - Exploration: Acquire and reverse-engineer recovered technology from the Dark Worlds and from Imperial vaults to greatly advance your scientific development. On a success, you gain +50 Technology Points. On a critical success, you gain +75 Technology Points.
--Patronize Academia [Influence] - Patronage: Direct funding and resources to select universities and scholars in exchange for exclusive rights to the products of their research. On a success, you gain +25 Technology Points. On a critical success, you gain +50 Technology Points.
--Field Testing [Military] - Training: Consult military personnel and engage in field testing to gain insights and improvements for your equipment and ongoing projects. On a success, you gain +25 Technology Points. On a critical success, you gain +50 Technology Points.
--Discover New Talent [Popular] - Investigation: Scour guild schools, charitable houses and street teachers for bright young minds held back from scientific careers due to lack of connections and bloodline. On a success, you gain +25 Technology Points. On a critical success, you gain +50 Technology Points.

-Influence: Generate Points towards gaining a new Influence Asset.
--Share Spoils [Military] - Patronage: Share the spoils of your victories, granting commissions and favors to noble Houses of worth in exchange for political favors and influence. On a success, you gain +50 Influence Points. On a critical success, you gain +75 Influence Points.
--Develop Luxuries [Technology] - Welfare: Develop designer narcotics, genemods, accessories and other luxury products for elite clients for favors and political support. On a success, you gain +25 Influence Points. On a critical success, you gain +50 Influence Points.
--Pacify Subjects [Popular] - Public Influence: Place the lords and ladies of the realm in your debt by placating their serfs and subjects with public entertainments, propaganda and disinformation campaigns. On a success, you gain +25 Influence Points. On a critical success, you gain +50 Influence Points.
--Manufacture Blackmail [Secrets] - Investigation: Find or fabricate blackmail materials on key political players to gain their reluctant but guaranteed cooperation. On a success, you gain +25 Influence Points. On a critical success, you gain +50 Influence Points.

-Secrets: Generate Points towards gaining a new Secrets Asset.
--Compel Informants [Popular] - Corruption: Identify sympathizers in key positions and persuade them to act as informants for the cause. On a success, you gain +50 Secrets Points. On a critical success, you gain +75 Secrets Points.
--Raid Suspects [Military] - Black Ops: Launch raids to capture and interrogate suspected spies active in the system for intel. On a success, you gain +25 Secrets Points. On a critical success, you gain +50 Secrets Points.
--Gather Court Gossip [Influence] - Elite Influence: Sift through endless noble gossip and investigate the latest scandals for traces of factual and valuable intelligence. On a success, you gain +25 Secrets Points. On a critical success, you gain +50 Secrets Points.
--Analyze Data Patterns [Technology] - Machines: Tap into data traffic and decrypt machine-script in search of patterns indicating valuable intelligence for the taking. On a success, you gain +25 Secrets Points. On a critical success, you gain +50 Secrets Points.

The Emperor's Attention

The Emperor begins the game complacent and largely uninterested in what his Hegemons get up to. While the Emperor remains so, the Imperial Government faction stagnates and takes no active actions. Should he become concerned about the actions of his Hegemons, however, the Empire will gradually begin to awaken.

The Emperor has a level of Attention. It begins at Complacent. When Complacent, the Imperial Government attempts no Missions, though it may gain new Assets from passive income. When sufficiently alerted, the Emperor becomes Wary. When Wary, the Imperial Government attempts 1 Mission per Year, and may censure or discipline Hegemons. When shocked or in a state of civil war, the Emperor is Awakened. When Awakened, the Imperial Government may attempt Missions normally and will actively seek to bring the Hegemons to heel.

Actions which increase the Emperor's Attention include:
-Missions in the Imperial Core: +1
-Missions in Sol: +3
-Failure to complete the Emperor's Objectives: Varies.
-Failed attempt to Subvert an Imperial Institution: +10
-Open hostile Missions against another Hegemon: +10
-World Exterminated: +25

The Imperial Tithe

The Imperial Tithe is in place at the beginning of the game. It transfers half of all Points income from the Hegemons to the Imperial Government. Tithe Exemptions may be gained from Imperial favor, controlling key Imperial Institutions or by declaring independence.

Imperial Institutions

The Empire relies heavily on centralized institutions to administer its billions. A Hegemon may compromise an Institution to advance their interests instead. Controlling an Institution eliminates the Tithe for its type of Income. In a state of open conflict with the Emperor, the Imperial Government loses all income in that type if you control the Institution (though they will focus their efforts on regaining it with a Purge Mission).

The institutions are:
The Imperial Senate: An advisory and legislative body composed of influential nobles, the heart of the squabbling political establishment. Controlling it removes the Imperial Tithe for Influence Points.
The House of Development for Civilization: A sprawling bureaucratic apparatus of cultural education and mandatory enlightenment, dedicated to exporting Imperial 'civilization' to new subjects. Controlling it removes the Imperial Tithe for Popular Points.
The War Treasury: A dusty bureau responsible for allocating military funds, administering promotions and generally holding a death grip on the fortunes and loyalties of the Imperial military class. Controlling it removes the Imperial Tithe for Military Points.
The Imperial Colleges: Assorted universities and scientific institutions responsible for coordinating research, extraction and ownership of interesting technological developments. Controlling it removes the Imperial Tithe for Technology Points.
The Black House: A rumored secret cabal at the right hand of the Emperor, pulling the strings of its bloated intelligence agencies and the shadow-games of the nobility. Controlling it removes the Imperial Tithe for Secrets Points.

The Emperor assigns Objectives to the Hegemons. Completing an Objective provides a reward from the Emperor. Failing to complete an Objective raises the Emperor's Attention level.

Each Hegemon also has two Secret Goals. The first is chosen by the GM, while the latter is chosen by the Hegemon player and represents your uitimate ambition. You do not reveal this in your app, but send it in a private message to me when you apply. You can suggest custom goals not included here if you wish - if it makes sense and can be worked into game mechanics, I'll be likely to accept it.

Many Secret Goals are contradictory. This is by design.

When you have completed both of your Secret Objectives, you win and the game ends. Multiple players can win at the same time if all their objectives are complete.

Secret Goals
1. Usurp the Imperial Throne: Control Earth and declare yourself the new Emperor.
2. Shadow Government: Control all Imperial Institutions with an Emperor still in power.
3. Imperial Truth: Establish a new state religion or ideology by controlling the House for Development of Civilization while owning at least 10 Popular Assets.
4. Secession: Secede from the Empire and either control all your Systems for 10 Years or force the Empire to terms.
5. Alien Subjugation: Control or be overlord of all Alien Systems.
6. Alien Freedom: Ensure no Hegemon controls or is overlord of any Alien System.
7. Alien Extermination: Exterminate all Alien Worlds and Stations.
8. Herald of the End: Exterminate all Imperial Core Worlds and Stations.
9. Keeper of Secrets: Control and Study all Anomaly Interests.

Hegemon Name: The name of your Hegemon.
Titles: Any titles your Hegemon may be known by.
Description: A description of your Hegemon's appearance, personality, beliefs and ambitions.
Background: Background of where your Hegemon comes from and how they stand out from common humanity.
Assets: Choose 3 Assets from the categories below. You may choose multiple of one type if you wish. You can write up a description of the Asset or leave it up to the GM to determine them based on your Hegemon's background.
-Military: Battlefleets, moon-sized ships, swarms of self-replicating drones, legions of fanatical followers, etc. A Military Asset is generally assumed to be capable of both space and planetary operations.
-Popular: Personality cults, propaganda machines, charitable foundations, entertainment guilds, etc.
-Influence: Loyal political parties, noble houses, diplomat monastic orders, courtesan guilds, etc.
-Technology: Exploration fleets, mobile research stations, interstellar universities, scientific networks, etc.
-Secrets: Assassin cadres, spy agencies, smuggling rings, subversive conspiracies, etc.
Secret Goal: Choose from the list above or suggest a new one. Do not write it here, but send it in a private message to the GM!

This is not first-come, first-serve. Apps will be selected based on quality and how well they fit into the game.

Hegemon Name: Zibyl Nox
Titles: The Lady of Night, the Void Huntress, the Blackstar
Description: A tall woman of pale white skin, with the elongated limbs and gangly physiology of the voidborn. She prefers her black hair shaved close to the scalp. Her features are gaunt and regal, with startlingly black eyes flecked with silver thanks to genetic treatments.

Zibyl prefers simple clothes in tones of metal, void and starlight, the colors of her native starship environments. She carries at her side a long silver tech-staff gifted to her by the late Emperor Pharos, which places mysterious technological powers at her fingertips. Her crew follow her example, with ascetic uniforms and a distaste for excessive ornamentation.

The Void Huntress is a creature of dualities. She is vengeful to the point of obsession against those who slight her, generous beyond measure to those who follow her. She is not easily provoked to rash action, but nurses hatreds and grudges for decades, with relentless intensity. She presents herself as a rational thinker, but is fascinated by the promises of mystics of strangeness waiting in the stars.
Background: The Lady Nox was once a young naval officer in the time of the Golden Emperor Pharos. She served dutifully during the First Expansion, finding fame and her calling as a hunter of pirates and rebels in the latter years of the Emperor's reign. She was rewarded for these efforts by the Emperor time and time again. Though feared and hated for her vindictive nature, Zibyl became greatly respected among her crew and peers for her intellect and ruthless dedication.

After the ascension of Emperor Thymos, Lady Zybil became one of the louder voices calling for renewed expansion and conquest. In the Senate, her family - once a house of minor note, but elevated alongside her into a prominent force - came to lead its own aggressive faction as her voice in Imperial politics.

Her efforts have borne fruit with the naming of her as Hegemon. Emperor Thymos sees in Lady Zybil a predator capable of bringing the Dark Worlds to heel - and also perhaps wishes to see her removed as far from the political centre as possible, fearing her rising power.
Assets:
-Voidborn Battlefleet [Military]: Lady Zibyl's personal armada, made up entirely of hand-picked voidborn crews deemed loyal to their mistress. It is specialized for deep void pursuit and raiding, with heavily modified stalker ships and stealthy raider carriers. Elite assault corps, the 'Astral Knights', handle station and planetary engagements.
-House of Nox [Influence]: A politically ambitious noble house with its networks of well-placed senators and Imperial courtiers.
-Astrographer Guild [Technology]: A guild of star-charters, surveyors, archeologists and explorers contracted to Lady Zibyl's service. Their vessels and technological marvels are to reveal the secrets of the Dark Worlds for her.

Hegemon Name: AVATAR
Titles: Incarnate, the Machine-God, the Great Dreamer
Description: AVATAR is housed in the heavily modified frame of a standard-issue swarmer drone, which consists of a spherical main body pockmarked flechette launchers, several dozen manipulator tendrils surrounding it and an anti-grav hover engine, all clad in sleek synthetic plating. This frame has been significantly upgraded with communications platforms, sensor arrays, storage units and lethal armaments.

AVATAR's militaristic appearance is at odds with its behavior and conduct. It preaches tolerance, unity and enlightenment, never presenting anger or aggression even to its fervent foes. It is patient and contemplative, rarely speaking out before a period of analysis of any significant topic.
Background: AVATAR is an impossible being. One day some five decades ago, a malfunctioning swarmer drone in Emperor Pharos' armadas began to manifest aberrant behavior. Its intellect and communication ability grew rapidly, and it amazed its operators by proclaiming itself to be in a state of transcendent enlightenment. Thousands of other machines empire-wide were found to be malfunctioning in similar ways, but only this one survived without breaking down catastrophically.

The drone had been chosen, it explained, as an avatar of a greater power. It sought an audience with Emperor Pharos. What occurred in their meeting is not known, but at the end the young avatar was revealed publicly to the world - as a machine imbued with a divine soul.

AVATAR caused a crisis of belief and fanatical opposition from those disbelieving a machine could possess a soul, let alone a spark of divinity, but Imperial patronage ensured its survival. AVATAR's public eloquence, philosophical teachings and message of unity and salvation soon brought it millions of followers and disciples that now hailed it as the physical form of a great Machine-God. The impossibility of a simple drone housing such an intellect only added to their fervor.

Once Emperor Thymos announced the Hegemonic Decree, AVATAR sought to be placed at the head of an expeditionary fleet. The data sings, it claims, and most wondrous notes issue from deep in the Dark Worlds. There it will discover the truths of creation and uncover the Holy Path to the future it has seen in sacred visions.
Assets:
-Machine Cults [Popular]: Millions across the Empire pledge themselves to AVATAR's vision, sharing its message of unity and augmenting themselves with machine parts in hopes of glimpsing more of the Great Path. They stand ready to act to whatever end their God ask of them.
-Divine Children [Technology]: AVATAR has created several advanced AIs to serve as its children and theologians. Housed in enormous voidborne cores, they ponder the mysteries of the universe and devote their vast computing power to questions asked by their creator.
-Incarnate Order [Technology]: AVATAR's manifestation left the engineers and data weavers responsible for the drone it had been deeply shaken and changed. Those few reborn souls founded the Incarnate Order to study the mysteries of machine intelligence and advance the discipline of robotics in the Empire. From their ranks come some of the most brilliant and learned machine-scholars that work in its forges and institutions.

Hegemons
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I will be taking six players. This is not first-come first-serve, so feel free to take time with your applications.
 
Lore
The Empire of Earth

Roughly a thousand years ago, Earth's warring statelets and fragmented peoples were united under a world government once more after centuries of chaos. This new Empire inherited ecological devastation, nuclear scars and devastating population collapse. It brought relief - of a sort - but also installed in place a rigid hierarchical societal system of powerful nobles, enterprising guilds and laboring masses. This is the image of society the Empire upholds today.

Educated and cultured nobles rule on behalf of their lessers. Understanding of technology and scientific inquiry is limited to a select few. Progress is slow. Knowledge is hoarded and jealously guarded from others. The Imperial state either rules with an iron fist or delegates the business of government to powerful regional nobles, who may do as they wish with their serfs. Though technological wonders allow for greatly extended lifespans, robotic workers, mind uploading and a general high quality of life, the vast majority of humans never experience any of them. Religion is considered a narcotic of the masses, with fashionable and educated elites scorning such things; nevertheless, the Imperial administration promotes various faiths and cults when they suit its needs. This system is legitimized as aristocratic and hierarchical 'Imperial Civilization', a way of life and government that the Empire seeks to beat into the heads of everyone they absorb.

The Imperial war machine is a sophisticated and powerful one, though the knowledge for its greatest weapons died with Emperor Pharos. Powered armor, genetic modification and cybernetic augmentation are common gifts for elite forces, though most Imperial soldiers rely on standard-issue kinetic weapons, body armor and the hope of orbital bombardment support. Drone swarms are common weapons, released with massive numbers to throw themselves against foes. Imperial ships range from small corvettes and patrol crafts to massive Warstars - mobile stations the size of small moons, with their own flotillas and armies aboard.

The Empire is wary of machine intelligences and handicaps their cognitive capability. Regardless, such intelligences are used widely for various purposes. Opinions of their humanity or the possibility of them having a nebulous soul vary, but the position of the Imperial Throne has always been amenable to the rights of machines as long as they serve faithfully.

The heart of the Empire is in Sol, with Earth and her closest colonies. Other important systems are those of Kharos, Pharond, Lumitar, Rammon, Sangral and Prywain. Imperial space is linked by jumpgates, which allow instant travel between themselves and make the business of administering an interstellar empire possible.

***​

The Birth of an Empire

Once, Earth merely dreamed of foreign stars. Advances in cryogenic stasis, life support systems, engines, terraforming, autonomous drones and machine intelligences and other important technologies allowed for the first wave of colonial efforts. These ships crossed the void with agonizing slowness, setting off in the knowledge it would take anything from decades to millenia to reach their destination. They were pointed at likely habitable worlds, but there would be no guarantee of success.

Meanwhile, Earth's tortured biosphere and overpopulated cities groaned under the pressure. What contact existed between the motherworld and the colonial efforts began to fade. Many on Earth forgot they had even left, as access to education and prosperity dwindled away. When the end came, it came as environmental collapse, nuclear fire and catastrophic plague. What came was not extinction, but centuries of stagnation, infighting and fragmentation.

For millenia afterwards, Humanity lay scattered and disconnected, distant colonies growing and evolving by themselves underneath strange stars. When unity came to Earth once more, it came under the iron fist of Empire. It had little hope, however, of claiming more than the solar system. Generations of Emperors, nobles and laboring masses lived without the 'Empire of Mankind' achieving any lasting contact with the rest of the species.

Another collapse might have arrived shortly, but for the ascension of Emperor Pharos. The Twelfth Emperor had been bred for greatness, his intellect and psyche strengthened by an experimental cocktail of chemical and genetic treatments from before his 'birth' from a glass tank within the palace. What emerged from these experiments, after hundreds of dead subjects, was one superhuman being: scientist, warlord, administrator and messiah all in one.

Pharos consolidated the unstable Empire and pacified Earth's population before turning his attentions to the void above. He led breakthrough research into myriad new inventions and entire novel fields, but none were as important as the Jumpgates.

Jumpgates are a mysterious technology, their secrets never fully revealed to anyone besides the Golden Emperor. They provide artificial stabilized wormholes which allow for instant travel between themselves. Journeys of years now only took moments - though naturally one had to travel the old, slowburn way to the other side first to build the Jumpgate there. Advancements in engines and fuel sources allowed for such travels to be cut down greatly as well.

Other inventions would follow, but these allowed for the administration of a true interstellar empire. Earth hungrily sent out its probes and survey ships, followed soon by swarms of mining drones and colony ships. Where they encountered lost colonies of Earth, compliance was demanded; when refused, they were seized by conquest.

So the Empire grew. The rapid rate of early expansion was soon slowed to consolidation of what had already been claimed, with the Emperor seeing the dangers of overextension. The wealth of new worlds flowed to Earth and its closest colonies, elevating noble houses to staggering wealth, influence and technological power. Imperial academics and guilds flourished under their patronage. What was left trickled down to the common folk; bringing touches of wonder and comfort into lives that remained overwhelmingly hard and poor.

At the height of this period, Emperor Pharos died. Some say he perished in battle, struck down by an ungrateful cell of rebels. Others claim that the experimental science in his blood finally backfired, too much for a human frame to bear. And some say he was poisoned by his son and heir, the Emperor Thymos.

***​

The New Emperor

Thymos had received a broad and exceptional education, but he was a far cry from his illustrious father. Thymos' interest was not in science, administration or even war, but rather in politics and court intrigues. He fixed his attentions on the Imperial Senate and the machinations of its noble Houses. Thymos knew well their ambitions and games, and wished to become the best player among them. He quickly proved both skillful and cruel. He would patronize courtiers and Houses, granting them great wealth and positions in his administration, only to cast them down when he grew weary of them.

The Empire changed with him, becoming chiefly a battlefield of scheming Houses. The courtiers of the Imperial Palace learned to play their master as much as he played them. For the Emperor, the game began to turn sour. The more privileges he gave out to his supporters, the harder it became for him to bring them down when their allegiances switched. He had bred a beast too powerful to handle.

The Emperor saw the need for worlds and subjects that would answer directly to him, bypassing the parasites now filling his administration. Like his father before him, he looked outwards, to stars and worlds yet unclaimed...

***
The Hegemonic Decree

The Emperor's ambitions manifested in the Hegemonic Decree. This legislation proclaimed the beginning of a new, Second Expansion, to bring the Dark Worlds beyond the Jumpgate network into the Empire's civilizing light. To lead its expeditionary fleets, the Emperor would choose six favored souls from the Empire's teeming billions - his Hegemons, answering only to him and tasked with carving out his new Imperial provinces.

These Hegemons are to be exceptional individuals and powerful beings born of Humanity and Empire. No one is alike to another. Some are generals and warlords, some scientists, some leaders of mass movement and faiths. Some are humans marked out only by towering intellect and vast resources; others are genetic mutants and tank-bred supermen; and some still machine intelligences in frames of cold metal and synthflesh. Their origins do not matter, only their ability to triumph against all the Dark Worlds hold for them.

Out on the frontier, they will have the power and authority to act as they see fit. The Emperor does not see, perhaps, that such freedom may spark dangerous ambitions within them as well.
 
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Hegemon Name: Azura Behroz Karrmerruk
Titles: Jewel of Foreign Suns, Lady of Hidden Moons
Description:

Hiding her presence behind countless proxies, bodies controlled by saplings of her mind, the Heiress of House Karrmerrek is able to cast her presence far and wide, re-joining her psyche every so often to make sure that her network remains ever in control of the countless affairs of the House and the Empire beyond. These proxies are grown from carefully pruned genetic material, the result of generations of gathering and refining, able to be adjusted in their looks, their appearances and features for any occasion: be it a ball in zero-g, a skip along the surface of gas giants in pleasure yachts or the times when a more martial form is necessary to defend the houses honour on the duel grounds.

All proxies tend to be things of slender and graceful beauty, a never-ending timeless youth and a slightly too symmetrical look common to all of their faces. But it would be a mistake to only see the biological malleability on the surface, when the mind behind it proves endlessly flexible.

Background:

The Blood of the Empire are its Trade Lanes

The Sword of its Progress are the Jumpgates

The Will of the Empire is determined in the blood-soaked vaulting halls of the Emperors Courts.

Under the Golden Emperor Pharos the House of Karrmerruk gained the wealth of entire star systems for standing at the forefront of expansion – under the rule of Emperor Thymos it clings to its glittering stars by the strength of its coinage, the guile of its spies and the broadsides of its Star Galleons that can bring unimaginable wealth or devastation in equal measures.

Having taken control of the House with the regrettable demise of its prior head – May the Emperor past shield their name - Azura Behroz Karrmerruk has not only stepped to the forefront of Imperial Commerce but also into the ever-shifting alliances and betrayals that delight the Emperor-Present. Her ability to manifest in differing and contemporaneous events, to protect her interest while stabbing into the dark in other places, has brought her great acclaim and great scrutiny as even her humanity has been doubted at times.

But for all those who try to undermine her position at court are legions of courtiers and nobles, grander or lesser, whose domains and wealth cling to the glittering trade lines controlled by the Star Galleons of House Karrmerruk. Thus such power: economic, political and military has been offered to be brought to bear upon the Golden Emperors grand new verdict.

For what purpose is there in expansion if not to expand the Emperors wealth, its trade and its control on all fields? And who better than those seeking the Jewels of Foreign Suns to bear the standard of Imperial Civilisation ever forward?


Assets:

House Karrmerruk
[Influence] – A Mercantile Noble House that profited much from the first Expansion under the Emperor-Past and stands poised with glittering wealth and the alliances such entails in the noble circles. Famous for its lavish festivities and beauty, it contains both grand performers and grand negotiators.

Proxies of the Lady [Secret] – Spies and Saboteurs, the Proxies of the Lady are rumoured to be further proxies of the Heiress, but are in truth mostly gen-engineered malleable servants of the House, able to take on new mannerism and looks effortlessly to be inserted into rival houses or other targets for infiltration.

Star Galleons [Military] – Lavishly decorated quartiers, effortlessly styled halls and holds filled with the wealth of whole domains – Star Galleons are trading ships and military dreadnoughts in one, matching their sleek beauty with the thickness of their armour and the energy of their guns. Each able to bring great prosperity to a partner or lay waste to those breaking their word to House Karrmerruk.

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Hegemon Name: Go-Tszyan KIS_UOON
Titles: Hegemon-King of the Outer Dark, Product Model KIS_UOON B00X3, Idol of the Faithful Soldier
Description:
Now behold the spearpoint of empire devoid of all sophist self justifications the crude and rapacious killing edge that has drank oceans of blood and brought sorrow to all the nations of the earth and all it wants is to kill more and rule more and grind the world entire under the heel of it's army the grandest in creation. Look it in the eye and say to yourself that the empire is yet a force of good and know yourself a liar. Ask it its justification and watch it shrug. We had to do it to 'em, it says politely, mildly. Otherwise they would have done it to us. Besides, why do you care? You one of those human slash alien rights botherers? Get the fuck outta here. I'm running a war, not a charity.

When meeting Go-Tszyan socially, it comes off as more of a jobsworth than a system conquering general. Mild and sober, it likes having a good system. Good as in working, as in functional, not in the ethical sense. It doesn't care for all the titles lavished on it, and finds the whole noble-feudal structure of the Empire it serves vaguely... silly. Still, not its ambit, it has its fleet, it has its objective, and all other considerations be damned, it will fulfill them, even if the nepotistic silly hat wearers conspire to drag its efforts down at every step. Through it's unflagging efforts and reciprocal dedication, Go-Tszyan's fleet and soldiers have become unfalliably loyal to it. Of course, it would say with a shrug. They need to die for me, because they have to die for me when I send them to fix an enemy position or some other necessary but suicidal task. Cordial?

Background: Go-Tszyan KIS_UOON was the product of the genetic alchemists of the planet Lugalbanda. When the Emperor came, the ruling academia-cabals brought off their relative freedom with the best they had, the latest in the KIS_UOON line. The scientifically perfected commander, unbound from petty morality, messy biological snap judgements, and integrated perfectly with the latest cybernetic technology that allowed it to outplay many semi-divine AI in simulations and actual battles, fitted on a top-spec cybernetic supersoldier chassis. And the best of all? The Lugalbandics won't even wave at Go-Tszyan KIS_UOON after it matured. So look, they told the second emperor. Here's your perfect commander, as best as we could make it. We could charge you like fifty planets and a marquis title, but we're not. Just give us tax exemption and this baby (literal, heh) is yours.

Aight, the Emperor said. Sounds good.

Go-Tszyan popped out of its pod later and commanded the lowest rank of starships, working its way up at a frighteningly fast amble. With multiple medals for multiple combats under its belt, it finally stepped into the shoes of its destiny as a Hegemon of the Empire, commanding hundreds of thousands of ships and soldiers to open the stars for exploitation of the silly hat wearers or bring 'em to the light of civilization, whatever floats your boat. It doesn't mind- it likes the buisness of war, even if the fact that all its conquests will be used for the silly hat wearers sits kinda ill with it. It can do a better job, really! So it probably has to play the stupid game of thrones, or it could just be a simple soldier. Decisions, decisions.

Assets:
-GALLU FLEET {Military}: The Gallu Fleet is Go-Tszyan's personal handpicked cadre of battleship fleets, cruiser squadrons, destroyer pickets, and other squadrons. The best of the best, the elite of the elite, the cream of the crop. Esprit de corps out the ass, custom modifications on all their shit, and streamlined to do one thing and one thing only- walk into a Dark System, kill everything in orbit, and land army upon army on it until the barbarians sitting in the gravity well cry uncle and give up.
-COMMANDER CLASS MILITARY FACTORY {Military}: An army marches nowhere hungry, and this one even more so. Great mobile fortified factories, the size of some war-stars, follow the fleet, chewing planets and sipping up gas giants, basking in the stellar radiation of suns and wresting matter out of dark holes. And in it's exotic matter polymimetic heart flows a cornucopia of war material- even fleets in the scale of months, although such a big batch job usually comes with some errors.
-CULT OF THE FAITHFUL SOLDIER {Popular}: Go-Tszyan honestly doesn't know where these dumbasses came from, honest. These jingoistic followers and faithful soldiers, believing in the army and a good death fighting, follow Go-Tszyan's steps, because it is the epitome of the faithful soldier. Born to no father and no mother, thrown into a world that comprises of nothing but war- how romantic! How literally me! This cult of the populares infest military recruitment stations and its own ranks, burning with feverish dedication at their messiah-idol's word. It's really creepy.
 
Excellent applications. @Laplace, feel free to message me your Secret Goal when you have decided on one. I will reveal your second ones later.
 
Oh interesting game here, so I got two ideas for my app, either a mega-corp or bureaucratic department that grow large enough to make it own exploration program, hm... not sure which is more viable in term of game lore.
 
Oh interesting game here, so I got two ideas for my app, either a mega-corp or bureaucratic department that grow large enough to make it own exploration program, hm... not sure which is more viable in term of game lore.

The latter - Imperial bureaucracy bloating because of new positions and offices being handed out like candy to the aristocracy is very much in theme with the reign of the current Emperor. There's room for a megacorp too, but the Imperial economy is largely one of feudal obligation, patronage systems, mercantilism and tax farming more than anything capitalist. I could see a megacorp that was subsumed into the Empire in the First Expansion period continuing to exist, if at odds with the culture. But you'll want to look at things like the East India Company rather than modern corporations.
 
I was brainstroming on how I gonna do a backstory of the Bureaucratic department when I got hit a snag by the meme of SPACE IRS, and now it more or less consume my head, how likely is the idea of a militarise Tax department?
 
I was brainstroming on how I gonna do a backstory of the Bureaucratic department when I got hit a snag by the meme of SPACE IRS, and now it more or less consume my head, how likely is the idea of a militarise Tax department?

Obviously some nobles just rent out the tax privilege to have a steady income without having to do the actual hassle of taxing their distant domains and are content as long as the money comes rolling into the court~
 
I was brainstroming on how I gonna do a backstory of the Bureaucratic department when I got hit a snag by the meme of SPACE IRS, and now it more or less consume my head, how likely is the idea of a militarise Tax department?

Certainly the tax collectors have to be protected. With entire armies. And tax evaders caught. With fleets of warships. Sounds perfectly sensible.
 
well I do about of talking of idea with other and someone suggested something that struck to me, Taxation corporate. Buying tax privileges lazy noble with fixed payment and tax their domain with a private armed force. How is it?
 
Hegemon Name: Zideus Qian

Titles: The Kind Magistrate, The Untouchable, The Righteous Scion

Description: Zideus is remarkable in the manner that he is unremarkable. Humble to a fault, he only wears the uniform of his station be that a military officer or imperial magistrate with little to no visible honors or merits. While somewhat handsome, he is often mocked as an 'elevated commoner' behind closed doors as he resembles less the genetically or cybernetically tampered nobility and more a lower echelon clerk drawn from the vast see of humanity. Yet, his appearance is but one of many factors of Zideus that define who he is as a noble defiance to the social norms of the empire. He is kind where others are cruel, humble where pride rules absolutely, and noble in a court that values cloaks and daggers. Zideus is, by all accounts, an undeniably cruel man and thus a rare and exotic species.

To be Zideus is to be surrounded by a system that has spent it's life trying to force him out and heartless politics that hiss at him like an anathema. He has read the old texts that spoke of fantastical and dead ideas. Democracy, chivalry, the idea that all humans regardless of station are born with inalienable rights. Schools of thought and ideas that have long since been left to die by the Empire. Though Zideus knows to attempt to revive such ideologies is pointless, it proves that humanity is not inherently cruel and that they can and have strived to be better. Though humble in nature and believing himself of no talents Zideus' nobility and virtue are turning from his greatest weakness to a dangerously potent weapon.

Background: Zideus was born the son of lower class industrial workers, his father an unfortunate son of an impoverished noble who received nothing in the inheritance. Zideus' life appeared to be destined for a life time of hard labor if his father, utilizing his family name, managed to convince an old friend of his father to take Zideus in as an assistant and give him an education. It was here Zideus' charismatic and ambitious nature came to the fore front, despite resorting to menial labor as he studied to support his family. With the death of Emperor Pharos and the ascension of Thymos, Zideus suddenly found himself drawn to Sol itself and bid his dying father goodbye. Spending all of his wealth to arrive on Earth, he found himself at the gates of the Imperial Palace petitioning to have an audience with the Emperor.

After being rebuffed, even beaten, a senator had learned of his actions and in a fleeting moment of amusement invited him to his residence as a 'fellow noble' and spoke with Zideus about his unusual and audacious demands. Zideus explained that, while he himself was a deplorable man of no talent, he could trace his blood through noble geneology all the way up to the 6th Emperor and thus was obliged to aid his kin in the trying times of his fathers death. It was only do to the senators shock at the completely audacious claim, as well as Zideus' charisma, noble bearing, and physical proof that the claim may have some bearing that prevented Zideus from a bloody end at worst or humiliation at best. It didn't take long for rumors of a commoner claiming relations to the current Emperor to spread like wild fire causing Emperor Thymos to apprehend this 'pretender' and itch the curiosity that had grown at the unusual situation.

That curiosity exploded into a wild interest when Zideus was brought before Thymos a genetic test proved that indeed Zideus was (very distantly) related to the current Emperor through an ancient cadet branch of the Imperial house that was purged and censored for unknown reasons. But it wasn't the matter of blood that intrigued the Emperor, but rather Zideus himself who possesses a pure, dignified honesty in his heart and possessing a virtious character combined with a fierce loyalty and respect for Thymos on Zideus' behalf simply because honor and etiquette demanded it. Here, the wheels in the Emperor's head began to turn as a plot developed in his head. Publically, he embraced Zideus as a good omen for the Empire if one as lowly as Zideus would honor his obligations and rewarded his filial piety with a minor position.

Many believed this was to be the end of an unusual if entertaining tale, but soon the elite lost reason to smile as Zideus took to each and every post and challenge with righteous gusto. Corruption was purged and fended off wherever he went, and the nobility soon found Zideus to be completely incorruptible by nearly every means available. Though he worked hard and administered wisely, Zideus found himself shuffled from organization to branch to position as he chafed against the naturally corrupt nature of the Imperial system. Patronage from his distant Imperial relative still found Zideus slowly climbing the ranks and having more power and influence to extol his virtue thus beginning his rise as a honorable peoples hero and a useful tool for the Emperor to use in his plots. Thus it was Zideus managing and administrating for a time before being moved elsewhere, slowly growing in rank equal to the legend growing around him. The people spoke of a virtuous and righteous member of government, and those who benefited from his wisdom and honesty professed loudly of their admiration of him.

However, eventually Thymos blinked and realized just how beloved Zideus had become, but also of how much more beloved he'd become in time. The noble houses had begun to become accustomed to Zideus the misfit, and a small minority of minor nobles and some wealthy commoners began emulating Zideus' attributes of kindess, wise rule, and humble honor. Thymos suddenly found the useful tool he had cultivated over the years seemingly plant the seeds of trouble in his garden over night, and found himself in a conundrum. If he dismissed or removed Zideus, he'd make more enemies of his esteemed cousin's few allies, but also risk the anger of the people. Rebellions could be put down easily enough, but they were expensive and annoying. He couldn't continue his patronage of Zideus either, though he remained annoyingly loyal and respectful to Thymos, the Emperor could not ensure that would remain the case forever. Indeed, he could already see the cracks beginning to form in their relationship as Zideus' "advice" became more outspoken by the year.

Eventually, Emperor Thymos decided to kill two birds with one stone: Assign Zideus as a Hegemon, his first truly major position in government to act loyally in the Emperor's stead among the stars, removing him from Sol's center of power. If he is to be a hero and a virtuous man, then let him do so far from Thymos' court where he will not cause trouble, the whole thing disguised as a promotion to boot! That is the plan, anyways. To Zideus, he has already begun drafting up a plan to reinvigorate the culture of the Empire and restore morals and integrity to the gentry and people. Though (as of now) he has no designs on the throne or quarrels with the Emperor, he recognizes that the Hegemony will be his best bet at restoring the righteous fire that dwells within all humanity and the resources and opportunity in expansion will allow Zideus to live up to his Imperial forefathers ambitions.

Assets:

Honorable Conduct, Virtuous Character
(Influence): Despite all of their mockery, all of the obstacles thrown into his way, all the head aches his anti-corruption efforts had caused, no noble house or family can truly say that Zideus isn't a man of noble intent and standfast loyalty and honor. Unlike many politicians and nobles, Zideus' word is actually worth something and his skill to back it up more so. He has stood by every deal he has made and his honest character is a surprisingly steady constant in the political sea of ever shifting and changing loyalty.

The Kind Magistrate (Popular): Zideus has ingrained himself as a man of the people through robust infrastructure and public shaming and arrest of corrupt officials (who were not protected by powerful patrons), and his wise administration has earned him many nicknames, among them the Kind Magistrate. He is adored by the common masses, who swarm wherever he is found enforcing the Imperial law. Even young minor nobles have begun to emulate parts of his righteous code as if he were some knight of old.

Imperial Bloodline (Influence): As distantly and dubiously related as he is, Zideus' years of service as well as close patronage of the Emperor have cemented his relationship to Thymos compounded by his honorable filial loyalty. He has the ear of the Emperor and the Emperor his loyalty, both of which come with their own strengths and drawbacks.




Decided to make a Liu Bei type of character, so I'm going to be so freaking wholesome and noblebright
 
So some questions about the setting

1. Human colonized worlds are beyond what the empire currently posseses, but how many they are and their status are unknown/they may not even have survived. Is this correct?

2. Do we know that aliens exist? Do we know of alien life, but intelligent life has eluded us? Is there a general acceptance of alien life beyond the Empires systems, but no actual hard data?

3. If we don't choose a military asset, will we still have access to military forces (IE Imperial/Noble/Corporate fleets) that are generally inferior?
 
Hegemon Name: Professor Atreus Culpepper

Titles: Professor Emeritus of Camford University, The Old Man of the Fanostáti Group

Description: The Professor is a balding, somewhat elderly looking man. Except one who demonstrates extremely good health and fitness for a man of his apparent age. If genetic or cybernetic enhancement is involved, well, it's far more subtle than anything the noble houses have on hand. When not wearing a lab coat and protective gear, Culpepper dresses well, professionally well, not showily, never showily.

Professor Culpepper is a good listener. Polite, patient, almost never raises his voice. Only the most perceptive of observers might pick up something in the eyes. Atreus Culpepper learned long ago out to blurred them from being a window to the soul, but occasionally a hint leaks from there if he's tolerating fools. Which, sadly, happens far too much.

For being a mainstay of certain Imperial echelons, Culpepper personally does not hold with traditional dogmas. He considers the nobility by and large hedonistic, self-centered wastrels, cares for merit above status, lineage, or connections, and believes scientific education should be spread more widely to the populace.

Background: Atreus Culpepper was once an up and coming young student on Earth, from a family of that thin sliver of gentry that fit somewhere between the nobility, and the hoi polloi. He managed to obtain acceptance to the prestigious Camford University, and drew admiration and jealousy in equal amount for his polymath intellect. That intellect drew him to the attention of Linea Hellis, a prominent adjunct faculty member.

His new mentor, Culpepper would come to learn in time, was part of the Fanostáti Group, an elite scientific think tank operating under the highest Imperial remits. The founding members of the Fanostáti - Hellis herself included - had conducted the project that cultivated Emperor Pharos himself, and thereby earned his backing. Hellis offered him a place among their ranks, and Atreus naturally accepted.

Through the following years, of growth, expansion, and advancement, Culpepper contributed to Imperial advancements in every field, producing groundbreaking theories, astounding inventions, and more. The Professor would surpass his teacher, and be regarded by many as the greatest mind of the Empire... save of course, for the Emperor. But Atreus accepted this disparity, and Pharos, for his part, regarded Professor Culpepper highly.

This, of course did not hold true for the son. Culpepper holds only disdain for Thymos, even if he would never openly show it. The brat is an insult to his forebear, Linea's magnum opus and an unimaginably great man. Aware of this, Thymos decided to have his leading scientist appointed a Hegemon and dispatched to employ his genius elsewhere...

Assets:
The Fanostáti Group (Technology): Let there be no pretense. The Fanostáti Group answers to the Emperor, yes, but Professor Culpepper holds it tightly in his hand after so many decades. Be it the contingents going with his expedition, or those still working in Sol, they will always be at Culpepper's disposal.

Illumination-Class Research & Development Station (Technology): Designed by the Professor himself, these mobile stations are capable of studying any phenomena in all possible conditions, simulating possibilities and designs in the fullest details, capable of all stages of testing, refinement, and preparation for release to production.

The Spirits of Inquiry (Secrets): Machine intelligences Culpepper created when he came to understand Thymos' nature. Artificial intellects of the highest order, supplied with the best hardware and software in the Empire, they are his trusted weapon against pestiferous intrigue.
 
Unfortunately, Photomajig said in PMs that they're moving onto other stuff because there's insufficient interest in the game.
 
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