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ImmacuNES II B- Emperor of the Fading Heavens

Discussion in 'Never Ending Stories' started by Immaculate, Dec 3, 2010.

  1. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    ImmacuNES II B- Emperor of the Fading Heavens

    It is the dawn of the twenty-third century and the skies are darkening, for the suns themselves are fading. Humans reached the stars long ago, building a Republic of high technology and universal emancipation—and then squandered it, fought over it, and finally lost it.

    A New Dark Age has descended upon humanity, for the greatest of civilizations has fallen and now even the stars are dying. Feudal lords rule the Known Worlds, vying for power with fanatic priests and scheming guilds.


    Welcome to the Emperor of the Fading Heavens- a saga of humanity's fate among the stars—a science fiction game of heavy combat, vicious politics, weird occultism, alien secrets and artifacts, and unknown and un-mapped worlds.


    I tried to run Emperor of the Fading Suns before but it didn’t go very far. This is my second attempt. Because of the changes between that game and this one, I would suggest you NOT read that first attempt because the changes may confuse you regarding the rules of this game. No rules from that last game carry over to this game unless specifically specified.

    Check out the ever-expanding wiki.

    I am limiting this NES to 18 players. I got 3 spot open right now, the best being the Eekin. If you are interested in playing, check them, or the Naprous out.

    Update 1: 2301
    Update 2: 2302
    Update 3: 2303
    Update 3 and a 1/2: 2304 January 1st to January 15th
    Update 4: 2304
    Update 5: 2305
    Update 6: 2306

    Orders are due July 18th at 4pm Eastern Standard Time. .No Exceptions.

    Orders received from:
    1. Koriate
    2. Query
    3. Tsedeq
    4. Quin
    5. Texier
    6. Klorin
    7. Sanctious'Als
    8. Thana
    9. Hyppean
    10. Vanari
    11. Xicier
    12. Bossheim

     
  2. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    Gameplay


    Turns


    Spoiler :

    Each turn represents 1 year on Holy Errovus (just like our own years- 365days and a bit). For ease of game-play, we will use the standard Gregorian calendar.


    Understanding the Stats

    Spoiler :

    House Tsedeq (the name of your house/faction)

    • Economic Overview:
      • Treasury: 35 (the money you can spend this turn, in millions of firebirds (MF))
      • Approximate Income: 24 (an estimate of the income you are due for the coming year)
      • tax rate: 20.0% (an indication of how high your taxes are. This is an average of the tax rates across all the fiefdoms you control anywhere and of all sorts of taxes. You could conceivably increase taxes on trade in one planet considerably and not affect your tax rate value here too greatly due to the lower taxes on other planets or reduced taxes on production or population)
      • taxation efficiency: 13% (an indicator of the efficiency with which you collect your taxes. Things like corrupt or disloyal nobles or an unhappy population can decrease your taxation efficiency while the opposite or a good government or physical infrastructure could increase the efficiency.)
      • production: 91 (and indicator of industrial output of your faction)
      • trade: 6 (an indicator of the level of trade you are engaged in)
      • Approximate Popuation: 12,506,278 (again, this is just an estimate and will change from turn to turn semi-randomly)
    • Technology
      • Physics/Engineering: 4 average (Your physics and engineering ranks (the number) describe your competence in that arena. The descriptor following that rank is a short description of your research rate relative to other nations. There is no way of knowing directly how close you are to the next rank)
      • Chemistry/Biotech: 4 average (Chemistry and Biotech includes things like fuel systems or medicine)
      • Complex Systems: 5 average (Complex systems is a bit of a catch-all term but involves thinks like targeting systems or software.)
    • Military Quality (a military quality only comes into play when you are using the related military. The success of your military operations is based partially on this number. Note that each of your planets has a different military quality (based on the presence of things like barracks or recent wars fought there. The number shown here is an average from across your planets)
      • Army: 2
      • Air: 1
      • Navy: 2
      • Space: 0
      • Maggicks: 3 (Air, Enchantment, Body) (Each rank of maggicks allows you to choose one type of mana to use)
      • Intrigue: 3 (A high intrigue also functions as counter-intelligence)
    • Approximate Reputations: (Reputations vary across planets and fiefdoms so if you are popular on one planet but unpopular on another, you will see here an average of those opinions- all opinions are numeric with 4 being an average and anything above that indicating a better reputation. And vice-versa.)
      • Prestige: 3 (Prestige doesn't operate like the other reputation scores adn represents your success in doing noble and impressive things like patronizing artists or building churches or winning wars or holding high political offices. Prestige impresses everyone even if they don't like you for other reasons.)
      • Popularity: 4 (Popular loyalty- doesn't matter if it comes from love or fear)
      • Noblesse: 3 (The loyalty of your nobles- doesn't matter if it comes from love or fear)
      • Piety: 5 (the opinion of the Church of Universal Light)
      • Profitability: 5 (the opinion of the Merchants' Guilds)
      • Imperials: 4 (the opinion of the imperial bureaucracy and its soldiers and various offices)
    • Policy (Your policy will not only generate a passive effect every turn, it may lead to greater rates of success or failure with your other actions. Try to synergize your actions to your policy for best effect.)
      • The Wealth of the Mind is the Real Wealth
        Through meditation and mysticism, atonement for one's sins and one's ancestors' sins, prayer and study, can mankind reach a higher level on the spiritual and mystical scale. One penny invested in prayer will reap more rewards than one spent on food or tools, thereby insuring that higher levels of magical and religious awareness are easier to obtain.
    • Actions
      • Scepters: 1 (See 'concepts' section)
      • Actions: 3 (Actions can be taken by your action capable characters or by your nobles. One ACC can take more then one action if you want or none at all. Beware of over-working or ignoring your characters- they may develop negative traits. If you want, your actions can be taken by your nobles and this may lead to corruption or greater loyalty and success or failure depending on the action and your assets as well as your nobleness reputation.)
      • Action-Capable Characters Each of your ACC may be better or worse at particular actions due to their traits. Traits change with time and usually are affected by the projects they are involved in.
        • Mortimer Tormah Tsedeq (sceptre-holder), diplomatic, charismatic, pious (eskatonic and orthodox), taste for thaumaturgy, business-minded, air mana trinket (Errovus Secondus)
        • Sasha Bel-Laga Tsedeq: kindly towards the serfs, dedicated to the Blossoms, pious, loyal, negotiator, merchant (incellia)
    • Unit Groups (Your military assets, their location and the standing orders they will operate under without additional orders)
      • Apocalypse (incellia) (no orders)
        1 Republic Frog-class Yacht
      • Mammon (Hubbard) (Clarke-Arrakis-Hubbard trade route)
        1 VK-II class freighter, 1 Raptor-Class Frigate (modified for freighter to frigate refueling in orbit)
      • St Junil Shield Corps (Clarke) (guard Clarke fiefs)
        6 divisions Infantry III, 3 brigades light armor, 2 brigades heavy armor, 5 squadrons fighters, 2 squadrons bombers
      • Geasa Covens (Clarke) (training)
        2 covens Charoum-class Thaumaturgist 3 submarines, 1 battleship
      • Straasha Fleet (Clarke) (patrol waters near fiefs)
        12 submarines, 8 destroyers, 3 cruisers, 2 carriers, 4 squadrons fighters, 1 battleship
      • St Lugus Shield Corps (E2) (guard E2 fiefdom)
        1 division glass scalpel commandoes, 3 divisions infantry III, 1 medium armor batallion, 2 squadrons fighters, 2 coven Charoum-class Thaumaturgist


    How to Write Orders

    Spoiler :


    Again, thank you to Birdjaguar from whom this is stolen.

    Do not write more then what you can fit in one PM or post.



    (noble house)(turn number)

    (stats)

    Goals: 1-3 major goals you have for the turn. These should be the most important things that you want to accomplish in one sentence or less for each.

    Actions Review your character actions in one sentence or less for each. Actions can be taken by an ACC or by your nobles.

    If you started a project in a previous turn but it hasn't completed (because its expensive or takes a long time to build), you don't need to spend an action to continue funding it or directing its completion (but don't forget to fund it).

    Research (optional) You can try to direct your research a little bit, especially if your tech rate is 'above average' or greater. You might say that you are interested in prototyping muscle augmentation technology with your biology and chemistry research or some-such. You aren't guaranteed to achieve these goals but it certainly doesn't hurt and it provides the mod with some idea of what research you are interested in.

    Policies List your faction policies and how they affect this turn’s action if at all. If the policy is a new one being implemented, please indicate as much. This section should be 5-6 sentences maximum.

    SOP of note Some of your unit groups may have Standard Operating Procedures worthy of note, you may review them here if you think they will affect your turn outcome. You may not change an SOP without a character action (though one character action may change multiple SOPs if they are related). Note that SOP are meant to be very simple. More complicated or sophisticated orders requires an ACC.

    Spending List how you will spend your funds for the turn. Remember you can only spend your treasury, not your income. If you order the spending of more money than you have, i'll assume the items with the highest priorities are listed first and spend your funds on those and cancel your secondary projects.

    Actions Detail your character actions here. Provide a who, how, where, and what of you actions.

    A note on buying military assets: You can buy new military units without spending an action. New units cannot be deployed offensively on the turn you build them.

    A note on policies: changing your policies takes an action except for in the first turn where you take over the nation (so all starting players in turn 1 and whenever a new player joins) in which case you get to set your policy for free.

    A note on unique unit designs: designing a unique unit does require a ACC action.

    Note that complex orders for unit groups requires an action. Very simple turn-after-turn orders for your unit groups are SOPs. SOPs can only be changed as part of an action.

    Anything else you want to include
     
  3. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376

    HISTORY



    Spoiler :

    We the keepers of the pancreator’s grace write this treatise to lend the Celestial Light to the vagaries and lies of time and forgetfulness so that what was once hidden can be uncovered and brought into the church’s light. May the pancreator forgive us for any inaccuracies that we may write and smite us for any heathenism we may utter.

    Relics of Distant Stars

    It is said that in the ancient times before man walked the stars we had already become aware that we were not the only sentient beings amongst the stars. Relics of distant people and places bespoke of intelligent cephalopods and their war with what we now know to be the horrifying and ungodly Symbiot. It is through these relics that the children of Errovus first found their way to the stars. In that ancient and godless time, two people uncovered the secrets of the stars, one the amphibian Kappa and the other the gnomes of Halluchuirp. While the gnomes were quick to apply the technology to their industrial engine and learn new technologies, the Kappa sought the source of the ancient relics and thus, these were the first to find the stars.

    The Kappa began a great exodus from Errovus and just as the last of them left aboard their dark sky-ships for lands unknown, Errovus was torn asunder by the Soul Wars

    Soul Wars

    Across Errovus the nations of that time (who’s names are lost to history) fought a great war that invoked the powers of both the cold space between stars, what they wrongfully referred to as hell, and the goodly forces of Celestial Light (which we now know to be the Pancreator’s light).

    Ultimately the war was destructive for much of the world and because it was fought with mystical energies, and much of the war’s goals were to deprive the enemy of the ‘mana’ that was used to fuel their war engines, it soon deprived Errovus of its mystic mana lines and sources of magick. When the smoke cleared, what was left was a depopulated world that relied more and more upon the creations of the gnomes.

    The soul wars had re-written national boundaries; some nations, such as the mysterious Sidar or the Syrii simply no longer existed after these wars. It is said that the Sidar removed themselves completely from the world of men whereas the Syrii are said to have been the targets of organized genocide.

    In the wake of these wars the centuries passed and the nations of our Holy Mother planet squabbled no longer over magicks and soul but over resources like coal and oil, ah’luminm and ore.

    A great world-engulfing war had just broken out anew over these resources when a multi-national ‘corporation’, a group of men and women united in their quest for coin in the same way as modern guilds, saved Errovus from certain destruction. They had managed to acquire data from the ancient relics and find their own way to reach the orbiting jumpgate.

    And so, humanity approached a new crossroads.

    The Jumpgate

    The Zaibutsu corporation, as it was known, launched a mission to find ways to use the jumpgate as the last Kappa who had left several hundred years ago had already done. Their investigations took three months but finally a means of activating the gate was uncovered and the portal began to swirl with milky multicolored light.

    Within a matter of days a probe was fired through the gate programmed to collect data on the number, size and composition of the planets in the new system. The probe was instantly destroyed. Data from the explosion was analyzed and the conclusion was reached that any matter unprotected from the energies surrounding the gate would share the fate of the probe. A device now called a Jump-engine was designed to maintain matter integrity. This was fitted to the next probe which managed to pass through unscathed to report back on what lay on the other side of the gate. Its report was better than anyone had hoped for: a habitable world.

    Immediately the world held its breath in anticipation and any threat of a newly renewed resource war was put on hold.

    Errovus Secondus

    The first exporation crew was watched by billions as their ship passed through the Jumpgate. The new world had no sentient life but was rich in edible plant-life and mineral resources. It seemed too good to be true. Astronomers had for several decades described galaxy after galaxy devoid of water, let alone a habitable planet or vegetable or animal life. The explorers named it Errovus Secondus. Soon the exodus began and in the halls of power the megacorporations and governments a fierce cold-war erupted over control of the planet’s colonization and more importantly resources.

    Even as the cold-war claimed hundreds of lives and entire corporations, the first colonists discovered new evidence of the ancient long-forgotten people known as the Kappa. Infidel temples were found in clear shallow lakes and these held strange devices and materials, often decorated with what could only be an descendent of the Kappa alphabet. Unfortunately the writings proved beyond the capacity of men of the age to translate. Otherwise we might have been warned of what lay beyond.

    The Diaspora

    Continuous study of the Jumpgate revealed that alterations the Jump-engine fields (what we now term the ‘jump coordinates) could alter the destination reached by passing through the gate, this opened up routes to yet more stars. As the multinational corporations and continental governments continued to fight among themselves a rebel faction managed to seize the designs for the new Jump-engines and the Diaspora began. With travel to uncharted worlds open to any group who could obtain a ship, millions swarmed away from the oppression of the great corporations. These people colonized new worlds that did not recognize the rule of the corporations or governments who were now too obsessed with their internal struggles to recognize the new colonies for the threat they represented. Some of these colonies failed almost immediately, their pleas for aid ignored by Errovus; they sank into barbarism. Others suffered from lack of resources but rallied around a strong leader who managed to hold them together in a state of semi-feudalism. A few colonies found untouched riches on their worlds allowing them to form mini-mercantile empires of their own with enough resources to seize corporate resources here and there, slowly whittling them down bit by bit. Eventually Errovus was reduced to but one state among many, its lack of resources combined with its high population and bureaucratic government placing it in a poor position compared to the resource-rich colony worlds ruled by autocratic rulers. Errovus settled into a long depression and with the loss of Errovus as a centre-point there seemed to be a loss of ingenuity; humanity still possessed technology, but it no longer experimented. Science was something that the scholars learnt by rote, no longer understanding what they did merely fulfilling the orders of their patrons.

    While governments and corporations, new planets and old fought amongst themselves, gnomish merchants and engineers, the descendants of the Halluchuirp began to collect those technologies that would allow travel between jumpgates, enable weapons of mass destruction or otherwise present a major change in the balance of power. They went about this process quietly, often paying for the secrets of various technologies with dead-end techs of their own. Ultimately, they made their move, an effort to unify humanity.

    The Grand Republic

    On the first day of the year 1500, after nearly a century of patient planning, the Halluchuirp, later to be known as the league, made their move, simultaneously presenting the rulers and people of every human Kingdom with the announcement of a new democratic council for Unified Species Space on Errovus Secondus. Those Kingdoms which refused to take part would be quarantined until such time as they reconsidered. Many Kingdoms did of course refuse membership, but the withdrawal by the League of virtually the entire economic infrastructure brought about the fall of any such autocratic regime.

    The new democratic human republic brought about a new era of freedom and free flow of information. Under this new order science and technology strode forwards. With the vast resources of the united human worlds and a unity of purpose nothing was impossible, anything could be achieved. Genetic engineering cured diseases that had plagued humanity for millions of years, terraforming opened new worlds for collonisation, the sum of human knowledge was pooled into a vast computer network called The Map that spanned Human Space. Information was sought out by AI 'agents' whose services were available to all citizens of the Grand Republic. Danger and oppression were now the myths of a bygone era to be read about by scholars and thrill-seekers, things that did not happen in the 'real' world.

    The utopia carried the seeds of its own destruction. Most new technology displaced workers, and soon there was little need for work. The economy did not keep up with these changes and the welfare system, though grand was not build to uphold the sheer number of unemployed who had lost their livelihoods because of the new technology. Unemployment led to dissatisfaction with the government of the Republic and in 1978AD an unknown anarchist group managed to shutdown the Map. Anarchy exploded as the welfare system ground to a halt and citizens were denied money. Riots began on all the worlds of the Grand Republic.

    Divesture

    The regimes of hundreds of petty planetary governments and cult faiths saw their chance. Many had long histories and cultural identities that united their people in complex webs of loyalty and servitude. Some were based on ancient cultures such as the Hippus and Bannor, others on multinational corporations which had been stripped of their mercantile and political power by the league, still others by newly formed outer-planet governments. Taking the tittles of noble houses, they made their own move. After the installation of the new republic the nobles had been reduced to a largely ceremonial role; bought off by huge payments and the right to chair planetary parliaments. Now the noble houses saw their chance. They began orchestrating deals with the overstretched central government on Errovus Secodus, requesting and being granted emergency powers to crush riots and collect taxes; all the time failing to hand out welfare money even after the Map was restored to full working order. This time became known as the Divestiture for as the Grand Republic granted the nobles more power it lost more and more control over the bureaucratic beast the government had become. Finally, massive corruption in central government combined with the increased tax burden caused outlying worlds to secede from the Republic. These Rogue Worlds now firmly under the control of noble families, were too powerful for the weakened Republic to put down; the Republic was forced to deal with them on their own terms.

    Then the stars began to fade. Only after three stars with populated planets noticeably dimmed in 1995AD did people realise that the Fading Suns phenomenon was not just a fluke. Many people had their own explanations: "It's some sort of League weapon.", "It's the fusion generators, they're not safe, their draining the Suns' power!", "It's a government conspiracy!" were all common cries from the beaten people of the Republic and Rouge Worlds. We of the Universal Church began to preach, explaining that our patriarch Barbatos the undying had spoken of this danger over a thousand years before. Humans were sinful and bad, in their pride they had overreached themselves. Thankfully the people of the worlds saw the truth of our words. Rightfully, the irk of the people was redirected to the major governments of the worlds and of the grand republic in particular.

    During the rise of the Grand Republic the Church had split into numerous factions and denominations. In a bid to recapture support the High Crafter of the Republic made a deal with the patriarch Barbatos. In return for the Church's open support of central government, the Republic would declare the Orthodox Church to be the official and only recognized sect of the Universal Church. This, combined with pre-millennial paranoia inevitably sparked off religious wars plunging the Republic into civil war in 1999AD as each world supported one or another faction in the conflict. As the chaos reached it's height the rulers of the ten most powerful Rouge Worlds banded together and launched a united fleet which swept through the shattered Republic, taking Errovus Secondus by surprise and the fleet crushed the token resistance of the Republican Guard. As the smoke cleared in the Presidential Palace the Ten Noble Houses raised their own banners. The fall of the Republic was complete.

    Symbiots

    Even as the world was united by new leadership, an ship of elves, descendents of the long-ago White Mist nation found a new jumpgate and in its readiness to discover new worlds and new resources, breached the barrier to the worlds that for so long had housed the Symbiot menace.

    Once, long ago the Symbiots had pursued the aquatic cephalopod race that our star-travel had come from to our world. And now the ancient evil had been awakened anew. The elves and their fleet was overrun- only a few ships managed to flee before their wrath. World after world fell to these fell creatures and their biological-based weaponry and technology. The guns and missiles, lasers and fusion weapons of the Grand Republic could not stand before them and as the Symbiots advanced, they parasitized and converted human, gnome, orc and elf alike, turning them into their fanatic soldiers. When their giant bee-ships first arrived at Errevus Secondus we thought that we would be forever destroyed, our bones to snapped and chewed, our minds defiled and claimed. The enemy was intelligent, striking quickly and silently at our missile siloes, our command and control computers, our refineries and factories. Through a long war of attrition where many of the enemy fell only to be replaced by our own parasitized soldiers we were reduced to fighting with primatives weapons; even ballistae and catapult were called upon. Certainly we would be overrun. But it was not to be.

    We soon learned that the magics that had been forgotten so long, the ancient secrets of the Holy Church (and the library of Amur) proved exceptionally potent weapons against these aggressors and one by one the enemy was beaten back from many planets.

    But once again the enemy adapted. By striking at our magickers and holy men in precision subterfuges, we were greatly reduced anew. Finally when we had managed to reclaim and clear only a handful of the 100s of worlds we had known during the Grand Republic we were visited by an unexpected neighbour.

    The Kappa had returned.

    The Transcendantals

    The Kappa no longer carried swamp water in their skullbowls but translucent and multicolored light similar to that of an active jumpgate. They had changed so greatly (speaking not with their voice but their minds) that the common people soon came to name them Transcendentals. Their ships were strange contraptions without seemingly a fuel-based engine or functional jumpgate protection. Their great and terrible power could perhaps have been applied to fighting the Symbiots but instead they applied it to another task; in 2178, they sealed the jumpgates at the edges of our cleared planets. The heathen amphibians had saved us but they had also imprisoned us.

    It is said that the Kappa are the source of the scepters and that orinally they had only been intended to be used to assist in maintaining communication throughout the known worlds, to prevent us from descending into complete anarchy. Perhaps they had seen what lay ahead.

    As quickly as they had come, they were gone.

    Aftermath and Isolation

    After nearly a century and a half of prolonged battle for mere survival with the body and mind-claiming Symbiots, the remaining worlds were but six in number. Many worlds were ‘lost’, fallen back to primitive levels; their major industrial and communication centres destroyed and their fleets wiped out. Neighboring worlds a mere jumpgate apart could not share information nor trade.

    Even as the worlds struggled to reform the League began an organized effort to collect and claim any remaining technology. Though they claimed the effort was benign we of the church knew better and soon afterwards began our own efforts to claim the ancient relics of technology and power. It didn’t take long for the noble houses to begin the same process and within a generation the worlds were again split asunder by war in an effort to reclaim what little technology they could.

    As the nobles houses fought and struggled the ten major houses were reduced to nine, then eight, then seven, then six, and finally the five we know of today. The nobles had largely controlled the scepters, many seeing them as a symbol of their power but in the chaos of the wars, so many were lost and it became increasingly difficult to communicate between the worlds.

    In the ensuing confusion the league and the elves were both able to reclaim jump coordinates to distant planets. The league was the first and managed to open a path to a planet that had been decimated by the wars but fortunately cleared of any symbiot life; they claimed the planet for their own and renamed it Leagueheim. It became the defacto headquarters of the gnomish league of guilds. The elves however, managed to open a gate to the symbiot-infested world of Stigmata. Immediatley the symbiots sought to return to our worlds. It was the year 2242.

    The people and governments called upon the Transcendants to return but alas the calls fell upon deaf ears.

    In desperation the noble houses banded together with the church and the league to form a united front against the threat and the ‘Garrison’ was created. Their unity and cooperation led to the formation of the ‘regency’ and the throne of the grand Emperor.

    The Emperor and the Regency

    Immediately upon his declaration as Emperor, Vladimir the great issued the Great Charter setting forth the new constitution. The Emperor was autocratic, his word was law and all must obey him or die. A select few of the elite of the Houses Church and League could vote on his successor. These Electors were issued with one of the scepters as proof of office- many noble houses such as the Eekin forced to give up their scepters to strike a balance that would promote peace between the houses.. A great coronation ceremony was held on Errovus Secundus when Vladimir arrived to take the throne.

    As he placed the crown upon his head, fire erupted from his eyes and he fell dead on the floor, years of hard won victory gone at the hands of an unknown assassin.





    This brings us to current times.
    The year is 2300.​
     
  4. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    Concepts


    Jumpgates

    Spoiler :

    And so what to make of the jumpgates? Beloved of the Pancreator; way stations of Evvis Pirates and Symbiots. Windows to a thousand paradises and gates whereby demons can emerge from nighted hells. Tools built by unknown hands, bearing the virtues of Holy Erruvus and the vices of Leagueheim indiscriminately.

    Much has been written of these structures since their discovery in the dim eras before the Diaspora. Nobles, priests and Guilders alike have acted, if for no other common purpose, to understand these artifacts, at once utterly enigmatic and completely essential. And yet all the known worlds’ collective efforts have gone for naught; the gates are as much of a conundrum now as they were millennia ago. Who created them? For what purpose? What logic behind the intricate web of stellar leaps? Ah well, perhaps it is the Pancreator's will that they should remain a riddle.

    The gates themselves hover in the astral night at the very edge of our reach, orbiting only those blessed worlds best suited to our kind and ignoring the inhospitable giants of gas, the melting molten balls of metal, the frigid airless rocks, evidently those which the Pancreator desired us to claim for Him. However, just as the Pancreator requires His servants to prove their devotion through earthly works before He deigns to allow His angels to bear their soul- sparks to salvation, those who would dare the jumpgates must first free themselves of their planetary ties, traveling to the fringes of their worlds through the harnessing of often recalcitrant spacecraft. This journey to the gate itself can take as long as a fortnight, during which the travelers are at the mercy of pirates, rival houses, Void Krakens and a host of other horrors. One indeed needs the favor of the Pancreator even to attempt such a trek.

    Perhaps the gates are indeed the work of the Pancreator, simultaneously allowing humanity to carry His message to the stars and instilling Everyman with a much-needed sense of humility; for I personally aver that it is impossible to approach one of these structures without a sense of awe evoking itself in the witness. Certes the approaching traveler, viewing the vast metallic ring decorated with images of aquatic tentacles and deep-sea cities, hovering in the void like a hollow moon, and I use this simile deliberately, for many jumpgates are indeed of lunar proportions, becomes consumed with a profound sense of humility, as she can do naught but tremble before one of the universe's greatest works and most fundamental mysteries. Nor is this wonder diminished when, awakened by the call of the star-pilot, the gate begins to throb and pulse, and luminescent orbs play up and down the arcs of the metal hoop, and the entirety of the inner circumference is litten with a lambent rainbow radiance, as if a sun had erupted new-formed from the abyss.

    And so the gate, newly roused from slumber amid the silence of the void, awaits its passengers as the leviathan anticipates its meal of krill. Of the gates' inner workings, few know much save the heathen Transcendantals. Of their operation more is understood. These gates mystically connect disparate tapestries of space, allowing a traveler to enter the glowing portal at the heart of the jumpgate ring and thereby "leap" across vast cosmic distances in a matter of mere months.

    The time of travel, for the traveler, remains the subject of heated conjecture; most travelers agree that a jump, while not precisely instantaneous, transports the users across vast gulfs over a period of mere seconds at most. What, then, transpires during those moments of bodilessness, adrift in an incorporeal state? And why has the Pancreator choosen to break the otherwise unbroken passage of time for those that travel thusly?

    Most enlightening are the epistles of our Most Holy Zebulon, who himself was a student of the jumpgates. In his writings he often speaks of the peculiar "ephemeral" state of the jump, and about its relationship to both the Pancreator's Empyrean and those hells housing the dwellers that wait between the known cosmic gulfs and the Outer Darkness (which is to the void we know as the dinosaur is to the gecko).

    In the end there is little more that can be explained, and so the jumpgates remain as they have always been: monuments to powers greater than we can hope to explain. I add only that vigilance is critical; for the jumpgates are the bridges to celestial and infernal powers alike, and in this treacherous age it would serve us well to monitor closely what sorts of beings travel freely in our midst.

    Travel time for the traveler may be nearly instantaneous but for others, a jump takes approximately 3 months. Coordinating the jump-gate to your destination and ‘activating’ it can take anywhere from 3 to 10 days (usually done form planetary surface or when still quite distant). This does force a ship jumping from one gate to another and then another to spend approximately a week at the second gate inputting coordinates and awakening the gate for the second jump. A gate remains open for anywhere from a few seconds to several days depending on the user’s activation protocol.

    Species and Race
    Spoiler :

    With the notable exception of the Symbiots, there are no known sentient races who's ancestors are not from Errovus. Today there are humans, gnomes, orcs, gnolls and elves amongst the stars. All of these are distinct species and incapable of interbreeding with another sentient species.

    Humans make up the vast majority of the population of the known worlds and are very much the dominating species amongst the noble houses and church. They are also very potent amongst the guilds. No known planet is without humans. Humans make up greater then 90% of the known worlds population.

    Orcs make up only 4% of the total population of the known worlds but, along with gnomes, make up the largest of the minority races. Orcs often live and die amongst humans, often as serfs or soldiers of the noble houses and only rarely do they interest themselves in the affairs of the church sects or guilds. In some very rare cases orcs have been known to rise to positions of authority within one noble house or another.

    Gnomes also make up close to 4% of the total worlds' population. Contrary to most other species, their population is almost exclusively found amongst the guilders of the League. Gnomes only very rarely live as serfs of the noble houses and when involved in church sects almost always belong to the Blossoms of Mercy. There is a strong resentment of these people amongst the other races and in particular amongst the church and it is dangerous for gnomes to travel unescorted outside of Leagueheim.

    Gnolls make up almost 2% of the worlds' population and only exist as vassals of certain limited houses. Though capable of highly civilized behavior, there is a natural predisposition amongst these people to acts of extreme violence and needless cruelty. This ensures that the gnoll population often serves their feudal lords as soldiers.

    Elves are often referred to as 'The Lost' on account of having been completely excommunicated as a species. This means that they are persona non-grata amongst all the known worlds. The elves are directly responsible for both the first and secondary symbiot invasions and are absolutely hated by the vast majority of the population of the known worlds. The are also called the Evvis, a play on their suspected evil and accursed nature and their natural species name. Elves do not often mix with non-elves and prefer to live a nomadic life amongst the stars as both smugglers and pirates. Some say that 'the lost' possess jump coordinates to lands unknown and that they have a hidden home amongst the distant stars.

    The Kappa are today called the Transcendentals. They do not live or seemingly even exist amongst mankind but have their own homes beyond the jumpgates that remain inaccessible to the population of the known worlds.

    Technology
    Spoiler :

    While the reader of an ancient past reading this treatise thinking it a game may be used to thinking of technology belonging to the future, each day bringing us, through the diligent efforts of our scientists and engineers, a progressively more advanced world, the known worlds of the fading heavens associate high-end technology with the past.

    The Grand Republic was the era of humanity’s greatest technological triumphs. Indeed it was partially due to the hubris born from mankind’s command of this perverse knowledge that the pancreator saw fit to visit us with the Symbiots and punish us for our sin. And now we live a life more attuned to not only the soil we till but the souls that burn within us all.

    And so some noble houses, the league of guilders and even the church have sought to find the artifices of ancient times and bend it to their wills but while they may learn how to operate such ancient engines, they are far from understanding the manner in which ancient man was able to design and build these devices.

    That is not to say that man does not design and build. Does not the blacksmith forge the ore into plow and nail, hammer and blade? Does not the farmer burn lye to fertilize his field? No, man continues to use those tools the pancreator has deemed to bless him with but they are nowhere near the scale of what once there was.

    So what can one expect? The average serf toiling the fields has never seen a light-bulb. The closest he has come to an internal combustion engine is the propeller planes of the nobility flying overhead. Refrigeration is unheard of and medicine is limited to herbs and prayer (with prayer being of much greater practicality in almost all cases). Should we travel we would do so by sturdy ox, braying donkey or horse and should we willingly endanger our soul we might board a monstrosity of steel and fire powered by a black stone that burns with the heat of a thousand candles, the steam-ship by water or the rail-balanced train by land.

    The nobility has shouldered the burden of adopting what knowledges they can, of shielding our souls with their noblesse and so, a noble might have electricity in his estate provided by the rays of the fading sun, the burning of coal, diesel or oil or even the very winds or tides themselves. The nobles might ride upon 2-wheeled mounts they call motorcycles and they might ply the skies in their aero-planes all fed with the distilled oils of the earth and seas themselves. They might spoon chilled icecream from humming refrigerators but they are not armed with laser pistols or monofilament blades like in the days of the republic. Indeed many of the devices could be manufactured (though not all are) by the noble houses themselves though often it is easier and cheaper to sell the resources required to the guilds then purchases the finished product from them.

    The church’s fiefs are very similar to that of the nobles with the feudal servants protected from the evils of higher knowledge by their noble lords.
    The situation is different amongst a minority of fiefdoms on Errovus Secondus, especially those associated with the imperium, as well as the great city of Leagueheim. Here one can expect power to hum though miles of copper wire while providing light in the darkness and heat and cold to the homes of the serfs. Communications can be held by talking devices known as telephones and the grainy black and white images of nobility can be perceived on televisions. These are products of the man’s industry when he has forgotten the punishment for hubris.

    In very rare cases a secluded monastery or dedicated guild-house might have uncovered the secrets of some ancient knowledge and applied their minds and efforts, often at the cost of their very souls, to reproducing the ancient technologies of the long-ago Grand Republic. It is in this way that the shipwright guild can manufacture new flying contraptions to jump from world to world. It is in this way that the imperial garrison produces the amour it equips its grimson legions with. It is in this way that the Orthodoxy produces the fission bombs of greatest destruction.

    Indeed man has failed to learn from the lessons the pancreator has so patiently taught us and he constantly invites the devils of the space between stars into his heart and mind, aye, even into his very soul by striving to outdo his neighbor with acts of greater and greater technological hubris. It is said that even now the nobles are designing new and greater weapons to split the worlds asunder with anew.
    Cultural Attitudes towards technology
    Spoiler :

    The largest roadblock to scientific advancement isn't the lack of artifacts, but the public perception that these artifacts of higher technology will lead to destruction. This perception is fueled in large part by the Universal Church, who blames technology for the downfall of the Grand Republic. The Church claims that technology in its higher forms (computers, cybernetics, robotics) corrupts one's morality. When human dependence on physical material becomes too great, then humanity forgets the need to cleanse the soul. In large part, the public has adopted this belief and is content with older technologies that do not approach that of the Grand Republic. Scientists, on the other hand, believe that the Church's doctrine is simply a deception that keeps the people in ignorance and the Church in power. Advanced technology still exists in every corner of the Known Worlds, but it often must hide in the shadows, lest the Church declare its users heretics.
    Politics
    Spoiler :

    Politics

    Politics as they exist today, do NOT exist in the Known Worlds. There is no such thing as democracy, or equality under the law. Such notions died in flames at the end of the Second Republic, as the Ten great Noble Houses brought to an end that decadent, sinful episode in human history. In the era of the Empire of the Phoenix Throne, the masses have no voice in their government. The only voting that takes place is among the elites, when agreement on a course of action cannot be reached through consensus or force of arms.


    The Nobility and Feudalism

    The dominant political system of the Known Worlds is feudalism, a decentralized form of government in which public power is held in private hands. There are no political parties, and leaders do not need to campaign for the support of their subjects. Power is passed down through a hereditary nobility. At the summit are the five Royal Houses that remain. The Querry, Koriate, Klorin, Holy Gate, and Hyppean have survived countless years of cutthroat war and diplomacy. They are often considered the uncontested rulers of the Known Worlds, though others might contest this.

    Below the Royal Houses are the minor noble houses, who have managed to hold onto some part of their land and power. They often exist at the whim of one of the Royal Houses, to which they are often tied through a labyrinthine web of alliances, treaties, and feudal obligations. The minor houses, some of which once numbered among the Ten, yearn to attain the status of a Royal House, and most of their political schemes are focused on that goal.

    Within the noble houses, political savvy is a prized talent. Those who possess skill at diplomacy and the art of alliance are keenly sought after, and such individuals often rise far. Who you are as a noble is often based on who your allies are, within and without your House. The Emperor Vladimir owed his throne to his political ability and the alliances he made within House Eekin and with the other factions, including the Church and League.

    For all its power, the Nobility makes up only a tiny fraction of the populace of the Known Worlds. At the bottom, making up 90 to 95 percent of the population, are the serfs. Between the serfs and the nobility are the freemen, who retain some small freedoms compared to the serfs, but are usually quite poor. Standing out from that social structure are the Universal Church of the Celestial Sun and the League of Merchants.

    The nomenclature for nobility is as follows:

    Dynastic families (families in commanding or command position of the noble house)
    Royal families (dynastic families from one of the five remaining major houses)
    Vassal families (any family not considered to be in a command position within any house)
    Royal house (one of the five remaining major houses)
    Major House (same thing as a royal house)
    Minor House (any house not one of the five remaining major houses)

    The Church

    Members of the Church are made up of second and third children of the noble houses, and freemen who were fortunate enough to gain entrance to the seminary. Yet whether freeborn or noble, the clergy enjoy many privileges above those of the common man. Church members are protected from some of the excesses of the nobility, and enjoy greater freedoms than the average freemen. The Church itself has lands--fiefs with serfs--that it owns and administers.

    Generally, the church is much more compassionate to its serfs than the Nobility, but not always. The Church itself, under the direction of the Orthodoxy, plots to increase its prestige and temporal power. Sometimes at the expense of the flock's spiritual needs. It is no secret that Patriarchs have in the past sought to create a Theocratic dominance of the Known Worlds.


    The Guilds

    The League of Merchants, heirs to the dubious economic legacy of Second Republic corporations, maintain a precarious balance within the political structure of the Known Worlds. The majority of Guild members are freemen. There are a few escaped serfs slaves who find shelter in the Guild. Noble-born members of the guild are an extreme rarity, as few care to forsake their noble privileges under the law, and those that do are seldom trusted.

    The leaders of the Guilds scheme to increase their clout in the Known Worlds, and some of them even plot to someday bring about the overthrow of the nobility. Yet such scheming is carried out in absolute secrecy, as advocating the rise of a Third Republic is a sure way to have your head removed from your body by a noble, or be enveloped in flame by the Holy Inquisition. Talk of Republicanism is a serious crime in the Known Worlds. Punishments include imprisonment, severe penance, death or banishment.


    Republicanism

    For the Nobility, Republicanism is anathema, and nobles will go to brutal extremes to destroy republicans. A Third Republic would likely cost the Nobility all it has. The Church rejects Republicanism on the basis that democracy defies the Pancreator's Descent of Grace, responsible for the decadence of the Second Republic and even the the Fading of the Suns. Their teachings are widely accepted by the majority of freemen and serfs in the Known Worlds, who have never known political power anyway.
    Magicks
    Spoiler :
    For ease of gameplay, magicks in the Fading Heavens Universe is divided into three type. These are theurgy, thaumaturgy and heresy. Theurgy refers to the liturgy and ceremonies of the Church of Celestial Light that result in some change to the universe. Thaumaturgy refers to mystic spells and incantations which invoke no god(s) and which result in some change to the universe. Heresy refers to ceremonies, blasphemy and sacrificial offerings which result in some change to the universe. Any of these actions (ceremony, spells, etc) that are performed without causing some change to the universe is not 'magick'. Instead the proper term for them is 'playing pretend' and is only limited by the power of a child's imagination and laughter. In the heart of a loving parent, its the most powerful magick of all.

    In a wide divergence from the earlier FFH NES and from the fall from heaven universe and most fantasy games, theurgy and heresy magicks are NOT granted by the gods. While these magicks might be taught by the servants of St. Oghma (for example), the magicks of the ritual ceremony do not actually originate from Oghma (or the pancreator); the source is elsewhere. An accomplished theurgist who falls out of favour with his or her patron will still be able to cast all the theurgy they could prior to falling out of favour.

    Generally magicks, in all their forms, are extended rituals in this universe, not the mere waving of hands and the uttering of a few words. Most rituals consume massive quantities of magical reagents (sacred star dust, squirrel blood, scented candles, cheap sandalwood incense from the dollar store), days of chanting or prayer and some sort of pentagram written on your mother’s back porch in colored children’s chalk.

    High end magick may or may not incorporate technological artifacts. There is a rumor of a cult of heretics who through dangerous soul-wrenching technologies have learned to share the very blood of life, machines pumping it from one needle in one man’s arm into a pumping device and then onto the next individual and so on in a wide circle. These men and women who share their very physical blood have managed to cast new and dangerous heretical rituals previously unknown. (The rumor also suggests that one man’s syphilis ended in the downfall of the entire sect).

    There is no set list of what magic can actually perform. All magicks are described by one statistic similar to your army quality or intrigue. The type of magic your faction practices is merely ‘sauce’ and doesn’t affect your stats.

    Each rank in ‘maggicks quality’ allows your noble house to use a new type of mana. Whenever you gain a new rank in magic quality, you should state what sort of mana you would like to use.

    • Metamagic: The magic of magic. Dispels, understanding ley-lines, etc. The Brothers battle use metamagic to interfere with symbiot cells.
    Elemental Magic
    • Fire
    • Water
    • Earth
    • Air
    • Ice
    Divination Magic
    • Spirit: this is stuff like courage and blessings, etc
    • Law: hard to explain- I’ll leave it to better players than I.
    • Sun: Brilliance, also dispelling illusions
    • Mind
    • Life: healing
    • Creation: again, hard to explain- someone help me?
    Necromatic Magic
    • Chaos
    • Death: creepy undead stuff
    • Entropy: demonic summons, also rusting spells and stuff like that.
    • Shadow: illusions
    • Dimensional: again hard to explain… Thomas? Seon?
    Alteration Magic
    • Body; Lots of buffs, hastes, etc
    • Enchantment: Buffs for inanimate objects, also for making magic items
    • Nature
    • Force: its in everyone of us and is made of Midi-chlorians.


    When you design a magic unit, you should take into consideration what sorts of mana you would like them to command. Stronger units will require more training (be more expensive) and more expertise (require more maggicks quality). The type of magic they command is limited by the mana types you have at your disposal (based on your magic quality). A unit that can call on a wider range of mana will be more expensive then a more specialized unit. Magic units are one of the only units that are not dependent upon your ranks in the three technology branches.

    Maggicks come from the ley-lines of planets. The further you are from a planet, the weaker your magic will behave. Some planets have very weak ley-lines, Errovus Secondus and Leagueheim in particular and on those planets your magic will behave much more weakly. Other planets have stronger ley-lines, such as Assimov, and on those your maggicks will behave with unexpected strength.


    Maggick is NOT meant to be required to develop a nation in this game and if you want to ignore it, i don't think it will weaken your faction. The idea is that the worlds are magical... somethings use magic. You can to, but you don't have to. Technology is generally stronger and cheaper but maybe magic is more diverse.
    Sceptres
    Spoiler :


    There are 37 sceptres currently known in total.
    15 are owned by the reamining great noble houses (3 to each of 5 houses)
    12 are owned by 12 of the minor noble houses (1 to each of 12 houses)
    5 are owned by the Universal Church (and awarded by its patriarch according to his whims)
    5 are owned by the League of Guilds (and usually awarded to its most prosperous or influential guilds).

    What are the sceptres?

    Many think them a gift of the Transcedentals. Certainly they are said to have arrived in our history at the time as they visited us and sealed our worlds form the infected symbiot planets. They have been our tools to speak to one-another, to maintain some small semblance of a communal culture. Many are lost and we know not where they lie but those that remain are our voices in the darkness and our voices in the imperial court.

    The sceptres each represent a single vote for imperial regent. They are also each entrusted to a specific individual (characters within your house or one of the NPC factions). Every four years (4 turns; each turn is 1 Erebus year) a new regent will be voted into power. The candidates are free to campaign however they like but must be a sceptre holder. Voting is performed through the sceptres themselves and the vote represents the opinion of the sceptre-holder (and may or may not represent the opinion of the player controlling that noble house depending on character loyalty).

    The imperial regent is heir to the throne of the assassinated emperor and of the imperial fleets, armies and espionage bureaus. The imperial regent must appoint a sceptre holder to each of these appointment: ‘Imperial Fleet Admiral’, ‘Imperial Garrison Captain’, and ‘Keeper of the Imperial Eye’. The sceptre holding reagent may assign his own house to any single one (and no more then one) of these appointments if they so wish (but will then have 2 of its characters involved in politics and less available for their own use (which could be good or bad). No single house can hold more then one of these appointments at any one time. Failure to vacate the seat after the election will result in prompt and rapid response by the other noble houses and by the church as well as the sceptres themselves which guard against this sort of behavior.

    The sceptres are either magical or of extremely high technology that they might as well be magical. The bearer of the sceptre is bonded to it (a process that takes 3-4 years- four turns) and gains immunity to age and resistance to poisons and disease (though some of the poisons and diseases designed in the last century are so lethal that the sceptre will provide no protection whatsoever).

    Additionally the sceptres allow instantaneous communication over any distance (voice only) which should greatly assist with diplomacy and explaining how messages are getting around so quickly.


     
  5. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    FAQs


    I was asked some intelligent questions the answers to which might be of use to a wide range of you, so i will post them here.

    No but spaceships can be modified.

    We’ll have to discuss this on a case by case basis. Is there a way for the orders to transmit? Is there another scepter at that site? Can you send your yacht? Generally, if the answer to those questions is no, then the answer to your question is also no.

    Absolutely acceptable.
    Sending the yacht (giving it orders) can be part of a larger set of orders. Your orders might be: Send officers via yacht to such and such place with these plans that my ACC has laid out for them. Or else maybe you have to send the ACC him/herself. As long as its part of a larger order set that makes sense you can command more then one UG.... just make sure it makes sense that its all part of one project.

    Thats why you all have yachts.

    To clarify, although it takes an ACC to provide orders to an UG, that doesn't mean thier whole turn is done. You could order your ACC to hop on a yacht, go to planet X and start commanding the military UGs of that planet to undertake war against someone or something.

    The formula is 1 ACC per scepter, minimum 2. So if you have 4 scepters bound to your characters, all four would be action capable.

    Yes. Also research power to a lesser extent.

    Yes- yes it would. It would also crash your E2 economy. The way to get around this for E2 is to hire soldiers from the freemen population maybe?

    E-mail puh-wease!

    Another question for the FAQ

    Yup. Many planets have the remnants of fallen noble houses, minor feudal lords, barbarian warlords or minor colonies trying to make a living in the wilds. Arrakis in particular has many small noble houses and tribes. Hubbard and Assimov have the least. In general, their populations tend to be small (less than 100,000) and backwards (tech ratings of 1 or 2). Unlike E2, there is no census of their numbers or locations.

    If you want to develop a new unit that is only slightly different from an existing unit, the cost is 5MF. You can only do this for planetary units, not for spaceships.

    they are ancient artifacts from an age before time. they require zero maintenance and appear to be indestructible.

    Not all gates connect to all others. Not all connections between gates are known.

    There might be cooperation between the Assimov and Incellia jumpgates but no one knows jump coordinates to make them cooperate. Then again, there may be no connection between these gates.

    No one 'controls' the gates (except the imperium tries to control the Stigmata jump gate). The league of guilds are the only ones who know the jump coordinates to Leagueheim but anyone with a ship and the coordinates could go there. same is true for Holy Errovus and the orthodox church.

    Most jump coordinates were lost during the dark ages. Others were taken by the transcedentals. Some people say that the guild, church, evvis, symbiots, or other noble houses are secretly in control of additional jump coordinates to planets not even considered part of the 'known worlds'.

    That quote may not be exactly word for word :p

    There are tons of rivers on all planets that i havn't taken the time (or the care) to put on the maps. For example, Errovus Secondus DOES have rivers and these are much less polluted and acidic and saline then the oceans. This is how the authority has some aquaculture and fisheries on this planet.

    Anyway, you an assume that if there are lakes or coasts around your area, there are probably rivers too- also most cities are built on rivers just to get some fresh water.

     
  6. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    Major Noble Houses


    House Query (Adrogans)

    Spoiler :

    House Querry

    • Economic Overview:
      • Treasury: 53
      • Approximate Income: 69
      • tax rate: 20.0%
      • taxation efficiency: 15%
      • production: 245
      • trade: 13
      • Approximate Popuation: 35,169,123
    • Technology
      • Phyics/Engineering: 5 above average (density-enriched materials, electro-magnetic field manipulation, early exoskeletal armor (power-suits))
      • Chemistry/Biotech: 4 poor
      • Complex Systems: 4 below avarge
    • Military Quality
      • Army: 3
      • Air: 2
      • Navy: 0
      • Space: 1
      • Maggicks: 1 (shadow)
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 9
      • Popularity: 5
      • Noblesse: 6
      • Piety: 4
      • Profitability: 5
      • Imperials: 4
    • Policy
      • Grow the Fire
        Focusing on infrastructure to improve the fortune and abilities of The Query.
    • Actions
      • Scepters: 3
      • Actions: 4
      • Action-Capable Characters
        • Ichabod Sterling (sceptre-holder), pacifist, tech-friendly, hearing voices??? (Arrakis)
        • Gustavus ('Guy') Fye (sceptre-holder), martial training, martial experience, fair administrator, flair for thaumaturgy (E2)
        • Alex Black (sceptre-holder), otherworldly beauty, suspicious bloodline, adaptive, wields ‘Crimson Dawn’, hates the Evvis (clarke)
    • Unit Groups
      • House Query Cursor (Arrakis) (no orders)
        1 Republic Frog-class Yacht
      • (no name) (Arrakis) (no orders)
        Raptor-class firigate
      • (no name) (clarke) (no orders)
        VKIP-IV-Class freighter
      • Cerebus Guard (Errovus Secondus) (maintain quarantine)
        10 batallions infantry III, 3 batallions infantry IV, 3 brigades light armor, 1 squadrons fighter
      • Chimera Guard (Arrakis) (guard Arrakis fiefs)
        2 company Marauder Legion, 110 batallions Infantry III, 4 brigades heavy armor, 4 squadrons fighters
      • Eris Guard (Clarke) (once-Klorin fiefdom)
        10 batallions Infantry III, 10 batallions infantry I
      • Hebe Guard (Clarke) (guard fiefs)
        10 batallions Infantry III
      • Colony Guard (Clarke) (guard fiefs)
        1 Maurauder Legion 5 batallions Infantry III
      • Kraken Patrol (Clarke) (escort klorin force)
        4 destroyers, 1 cruiser
      • Talus Guard (Clarke) (patrol shores of fiefs)
        3 destroyers, 1 cruisers
      • Hydra Guard (Errovus Secondus) (guard E2 fiefs)
        12 batallions Infantry III, 3 batallions infantry IV, 2 brigades medium armor, 2 fighter squadrons
      • Daimon Force (Errovus Secondus) (defensive)
        2 batallions glass scalpels commandoes
      • Scytha Patrol (Errovus Secondus) (guard E2 fiefs)
        1 Terrier-class Destroyer
    • Notes
      • None


    House Koriate (Seon)
    Spoiler :

    House Koriate

    • Economic Overview:
      • Treasury: 38
      • Approximate Income: 39
      • tax rate: 20.0%
      • taxation efficiency: 8%
      • production: 164
      • trade: 11
      • Approximate Popuation: 26,302,402
    • Technology
      • Phyics/Engineering: 4 below avarge
      • Chemistry/Biotech: 5 very good (early man-machine interface, supra-high energy fuels, high-density polymers)
      • Complex Systems: 4 below avarge
    • Military Quality
      • Army: 3
      • Air: 1
      • Navy: 2
      • Space: 0
      • Maggicks: 3 (life, spirit, enchantment)
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 11
      • Popularity: 3
      • Noblesse: 3
      • Piety: 3
      • Profitability: 6
      • Imperials: 2
    • Policy
      • Rebirth and Revolution.
        favor industry to agriculture, favor the acquisition of knowledge, even among the serfs
    • Actions
      • Scepters: 3
      • Actions: 3
      • Action-Capable Characters
        • Ludenard Akatas (sceptre-holder), Imperial regent, popular, tech-friendly, noble air, good diplomat, natural for subterfuge, dislikes libraries, dislikes thaumaturgy, maggick cloak (heals wearer?) (incellia)
        • Ubertino Mercator (sceptre-holder), personal wealth, friends amongst the league, industrialist, reformist, loves trains, apprentice-level skills in metamagicks (Incellia)
        • You need to develop a new character- you have a spare scepter
    • Unit Groups
      • (please name UG) (Incellia) (no orders)
        1 Republic Frog-class Yacht
      • Arakis Militia (Arrakis) (guard Arrakis fiefs)
        15 batallions infantry I
      • Incellia Overwatch (Inceliia) (guard Incellia fiefs)
        40 batallions Infantry III, 4 squadrons fighters
      • Expeditionary Force
        4 batallions Infantry III,
      • Ghosts (Incellia) (no orders)
        2 Static-Class commando divisions, 2 glass scalpel commando divisions, 2 squadrons of winter-class helicopter gunships
      • Koriate Naval Force (Incellia) (patrol shores of fiefs)
        1 aircraft carrier, 2 squadrons fighters, 4 destroyers, 4 submarines, 3 cruisers
    • Notes
      • Sizable Sabelist minority on Incellia (tithing to Holy Gate)


    House Klorin (Thomas Berubeg)
    Spoiler :

    House Klorin

    • Economic Overview:
      • Treasury: 32
      • Approximate Income: 31
      • tax rate: 20.0%
      • taxation efficiency: 12%
      • production: 85
      • trade: 7
      • Approximate Popuation: 20,986,759
    • Technology
      • Phyics/Engineering: 4 average
      • Chemistry/Biotech: 4 below avarge
      • Complex Systems: 5 good (advanced social developments, targetting and tracking algorithms, advanced serial processing, early 'map')
    • Military Quality
      • Army: 1
      • Air: 1
      • Navy: 4
      • Space: 0
      • Maggicks: 1 (Dimensional, Metamagic)
      • Intrigue: 5
    • Approximate Reputations:
      • Prestige: 6
      • Popularity: 5
      • Noblesse: 3
      • Piety: 6
      • Profitability: 5
      • Imperials: 4
    • Policy
      • The Body of the House
        A policy which centralizes the power of the house, making all holdings more subordinate to the central Authority of the house. this will be done by improving the infrastructure within our holdings, connecting them more tightly with each other, allowing for a greater amount of communication and trade, thus maximizing efficiency of the bureaucracy and optimizing tax.
    • Actions
      • Scepters: 2 (only 1 bound)
      • Actions: 3
      • Action-Capable Characters
        • Anthony Callier (binding to a scepter), good administrator, charismatic, loyal, humble birthright, optimistic, never better than when things are at their worst (incellia)
        • Embra (sceptre-holder), orc matriarch, quick-thinking, past Imperial Fleet commander, acolyte of St. Bhall (incellia)
        • Naiajs Endoin archeologist, administrative experience, minor bloodline (incellia)
    • Unit Groups
      • Incellia Legion (Incellia) (guard fiefs)
        26 batallions Infantry III, 2 brigades grafted legion, 1 battalion glass scalpel commandoes, 3 squadrons fighters, 2 squadrons bombers
      • Errovus Legion (Incellia) (guard fiefs)
        3 batallions Infantry III, 1 brigades grafted legion
      • Klorin Guard (Incellia) (guard fiefs)
        2 battalions glass scalpel commandoes
    • Notes
      • Sizeable Sabelist minority on Incellia (tithing to Holy Gate)


    House Holy Gate (Ekolite)
    Spoiler :

    House Holy Gate

    • Economic Overview:
      • Treasury: 95
      • Approximate Income: 62
      • tax rate: 20.0%
      • taxation efficiency: 13%
      • production: 135
      • trade: 6
      • Approximate Popuation: 24,922,074
    • Technology
      • Phyics/Engineering: 3 very poor
      • Chemistry/Biotech: 4 poor
      • Complex Systems: 4 below avarge
    • Military Quality
      • Army: 3
      • Air: 1
      • Navy: 0
      • Space: 0
      • Maggicks: 0
      • Intrigue: 4
    • Approximate Reputations:
      • Prestige: 12
      • Popularity: 7
      • Noblesse: 4
      • Piety: 7
      • Profitability: 3
      • Imperials: 4
    • Policy
      • The study of ancient scriptures, and spreading the word of our Lord, as told by the Angel Sabel
    • Actions
      • Scepters: 2 (2 bound, 1 in proces of binding)
      • Actions: 4
      • Action-Capable Characters
        • Archibald Tarsenusis (binding to a scepter), former regent, good administrator, charismatic, loyal, humble birthright, not exactly encouraging confidence right now (E2)
        • Joachan Valaeda (sceptre-holder), martial experience, intelligent, very prone to vice, agitates for separation of temporal and ecclesiastic power within noble house, questionable loyalty, openly defiant of Archibald and calling for his resignation (incellia)
        • Helena van Hersula (sceptre-holder), elegant, ambitious, loves Assimov’s jungles, slightly corrupt, loves music, past commander of the Imperium Eye (incellia)
    • Unit Groups
      • Angellic Guard (Incellia) (no orders)
        20 batallions Infantry IV, 76 batallions infantry II, 25 batallions infantry I, 6 squadrons of fighters, 2 squadrons of bombers 2 squadrons bombers
      • Crusader MK 4 (Incellia) (no orders)
        2 marauder legion
      • (please name UG) (Incellia) (no orders)
        6 destroyers, 2 cruisers, 1 battleship, 1 carrier, 2 squadrons fighters
      • (please name UG) (Errovus Secondus) (guard E2 hodings)
        10 batallions Infantry IV


    House Hyppean (Northen Wolf)
    Spoiler :

    House Hyppean

    • Economic Overview:
      • Treasury: 68
      • Approximate Income: 91
      • tax rate: 20.0%
      • taxation efficiency: 16%
      • production: 206
      • trade: 9
      • Approximate Popuation: 28,863,659
    • Technology
      • Phyics/Engineering: 5 good (ceramasteal, magnetic matter acceleration (advanced ballistics), early exoskeletal armor (power-suits))
      • Chemistry/Biotech: 4 very poor
      • Complex Systems: 4 poor
    • Military Quality
      • Army: 4
      • Air: 3
      • Navy: 1
      • Space: 1
      • Maggicks: 2 (fire, 1 more)
      • Intrigue: 2
    • Approximate Reputations:
      • Prestige: 9
      • Popularity: 7
      • Noblesse: 4
      • Piety: 4
      • Profitability: 5
      • Imperials: 6
    • Policy
      • Profit
        Nothing can be accomplished without the means of doing so. Profits are to be improved by a wide range ways; Improving trade, Improving Infrastructure, acquiring new resources.
    • Actions
      • Scepters: 3
      • Actions: 4
      • Action-Capable Characters
        • Tenith Erona (sceptre-holder), tactician, space-combat experience, religious, traditionalist, seigneurialist, excellent orater (stigmata)
        • Garik Harnoth (sceptre-holder), excellent tactician, combat command experience, ruthless, beloved by soldiers, idolized by the Imperial garrison soldiers, past imperial garrison commander, commands some minor theurgy (hubbard)
        • Yannis Arenoth (sceptre-holder), feigns inexperience, manipulative, prone to frivolity (Arrakis)
    • Unit Groups
      • Private Transport (Hubbard) (no orders)
        1 Republic Frog-class Yacht
      • Closed Fist (Arrakis) (guard Arrakis fiefs)
        3 battalions steel fang commandoes, 88 batallions infantry II, 6 battalion medium armor, 4 battalion heavy armor, 12 squadrons fighters, 5 squadrons bombers, 6 squadrons valkyrie-class helicopter gunships
      • Shield-Bearers (Errovus Secondus) (guard E2 fiefs)
        7 batallions Infantry II, 1 brigades light armor, 2 squadrons fighters, 2 squadrons valkyrie-class gunships
    • Notes
      • Suffering from Inflation probems. Spreading that problem to neighbors
     
  7. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    Minor Noble Houses


    House Quin (Kyzarc Fotjage)

    Spoiler :

    House Quin

    • Economic Overview:
      • Treasury: 31
      • Approximate Income: 21
      • tax rate: 20.0%
      • taxation efficiency: 10%
      • production: 112
      • trade: 10
      • Approximate Popuation: 6,672,677
    • Technology
      • Phyics/Engineering: 4 below avarge
      • Chemistry/Biotech: 5 average (complex natural polymers and adhesives (sticky-globe tech), enhansive pharmaceuticals, Assomiv biology, adaptive agriculture, weaponized virology, advanced molecular biology)
      • Complex Systems: 4 average
    • Military Quality
      • Army: 2
      • Air: 1
      • Navy: 1
      • Space: 1
      • Maggicks: 2 (nature, spirit)
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 3
      • Popularity: 4
      • Noblesse: 4
      • Piety: 3
      • Profitability: 4
      • Imperials: 4
    • Policy
      • Expand Fiefs On Assimov
        Increase infrastructure, build small factories, etc.
    • Actions
      • Scepters: 1
      • Actions: 3
      • Action-Capable Characters
        • Lord Nereus Quin (sceptre-holder), political, space fleet experience, shipwright, extensive wilderness command experience, feels the mana flow (assimov)
        • Lady Eireneprone, trained as a monk, negotiator, eye for money, eye for talent, unpopular, maligned by the chuch, torn loyalties (assimov)
    • Unit Groups
      • The Syracusia (Assimov) (no orders)
        1 Republic Frog-class Yacht
      • The Jungle Patrol (asssimov) (guard fiefs)
        3 batallions rangers, 40 batallions infantry III, 6 brigades light armor, 4 squadrons fighters, 4 squadrons bombers
      • Refugee Protection Detail (Assimov) (guard refugees)
        1 batallion rangers
      • Merchant Escort (asssimov) (escort merchant navy)
        2 destroyers
      • Monks of Vader (assimov) (expand border jungles)
        5 batallions rangers, 5 batallions heavy rangers, 8 batallions Mark-Rangers (battle-stimulants, fake Marks)
      • Quin Foreign Legion (Errovus Secondus) (guard E2 hodings)
        3 batallions Infantry III, 2 brigades light armor, 1 fighter squadrons


    House Tsedeq (LdiCesare)
    Spoiler :

    House Tsedeq

    • Economic Overview:
      • Treasury: 38
      • Approximate Income: 35
      • tax rate: 20.0%
      • taxation efficiency: 13%
      • production: 103
      • trade: 9
      • Approximate Popuation: 12,598,522
    • Technology
      • Phyics/Engineering: 4 average
      • Chemistry/Biotech: 4 below avarge
      • Complex Systems: 5 below avarge (complex computing, 'learning' computers, microrobotics (insect-sized drones))
    • Military Quality
      • Army: 2
      • Air: 1
      • Navy: 2
      • Space: 0
      • Maggicks: 3 (Air, Enchantment, Body)
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 3
      • Popularity: 5
      • Noblesse: 3
      • Piety: 5
      • Profitability: 5
      • Imperials: 4
    • Policy
      • The Wealth of the Mind is the Real Wealth
        Through meditation and mysticism, atonement for one's sins and one's ancestors' sins, prayer and study, can mankind reach a higher level on the spiritual and mystical scale. One penny invested in prayer will reap more rewards than one spent on food or tools, thereby insuring that higher levels of magical and religious awareness are easier to obtain.
    • Actions
      • Scepters: 2 (only 1 bound)
      • Actions: 3
      • Action-Capable Characters
        • Mortimer Tormah Tsedeq (sceptre-holder), diplomatic, charismatic, pious (eskatonic and orthodox), taste for thaumaturgy, business-minded, air mana trinket, interests in ship design (Errovus Secondus)
        • Sasha Bel-Laga Tsedeq: (binding to sceptre- complete in 2310) kindly towards the serfs, dedicated to the Blossoms, pious, loyal, negotiator, merchant, like boats "splash splash!" (clarke)
    • Unit Groups
      • Apocalypse (clarke) (no orders)
        1 Republic Frog-class Yacht
      • Mammon (Hubbard) (Clarke-Arrakis-Hubbard trade route)
        1 VK-II class freighter 1 Raptor-Class Frigate (modified for freighter to frigate refueling in orbit)
      • St Junil Shield Corps (Clarke) (guard Clarke fiefs)
        12 batallions Infantry III, 2 brigades light armor, 2 brigades heavy armor, 3 squadrons fighters, 1 squadrons bombers
      • Geasa Covens (Clarke) (training)
        2 covens Charoum-class Thaumaturgist
      • Peace-Keepers (Clarke)
        8 batallions Infantry III, 1 brigade light armor, 2 squadrons fighters, 1 squadrons bombers
      • Straasha Fleet (Clarke) (patrol waters near fiefs)
        12 submarines, 10 destroyers, 3 cruisers, 2 carriers, 4 squadrons fighters, 1 battleships
      • St Lugus Shield Corps (E2) (guard E2 fiefdom)
        1 batallions glass scalpel commandoes, 10 batallions infantry III, 1 medium armor batallion, 2 squadrons fighters, 2 coven Charoum-class Thaumaturgist
      • Once-Guild Fleet (E2) (patrol waters near fiefs)
        3 Terrier-Class Destroyer 1 Sea-Wasp Helicopter Carrier, 1 division glass-scalpel infantry, 2 squadrons Valkyie-Class Gunships 1 squadron Obese Sparrow-class transport helicopter 1 brigade Kelter-Class Amphibious Assault Vehicles, 1 brigade authority reapers armored vehicles, 1 brigade Pop-pit-class air-cushion landing craft amphibious vehicles
      • Recovered Sunken Ships (E2) (wait for repairs)
        2 Terrier-class destroyers (require1MF in repairs each) 1 aircraft carrier (requires 1 MF repairs)
    • Notes
      • Also has some old merchant marine ships scavenged from coasts that could be drained and refitted (costs would be 4MF)


    House Bossheim (Diamondeye)
    Spoiler :

    House Bossheim

    • Economic Overview:
      • Treasury: 34
      • Approximate Income: 27
      • tax rate: 20.0%
      • taxation efficiency: 13%
      • production: 130
      • trade: 5
      • Approximate Popuation: 8,520,277
    • Technology
      • Phyics/Engineering: 4 very poor
      • Chemistry/Biotech: 4 very good (Assimov agriculture, Soil Sciences)
      • Complex Systems: 4 average
    • Military Quality
      • Army: 5
      • Air: 1
      • Navy: 1
      • Space: 0
      • Maggicks: 1 (fire, earth)
      • Intrigue: 6
    • Approximate Reputations:
      • Prestige: 3
      • Popularity: 3
      • Noblesse: 4
      • Piety: 7
      • Profitability: 3
      • Imperials: 5
    • Policy
      • The Bossheaim project:
        "is to be of greater assistance to the Empire by gaining political and economical influence, through economic development, further work to strengthen relations to the Church and ties to whoever will be elected regent. The ultimate goal of this house (although this is optimistic and longsighted) is the eradication of the Symbiote Threat.
        "
    • Actions
      • Scepters: 1
      • Actions: 3
      • Action-Capable Characters
        • Tebryn Arbandi XII (sceptre-holder) known heretic, polite, politic, friends in the eskatonic and orthodox, commander of the imperial eye (E2)
        • Tempus Agari proud father, minor Quin noble, married to power (literally) (hubbard)
        • Alexis Gabella: clever, innovative, horticulturist, accomplished philosopher, preggers! (hubbard)
    • Unit Groups
      • Deliverance (hubbard) (no orders)
        1 Republic Frog-class Yacht
      • Death Guard (Hubbard) (no orders)
        60 batallions infantry I, 36 batallions death guard, 13 batallions infantry II, 11 brigades light armor, 9 brigades medium armor, 10 brigades heavy armor, 2 squadrons fighters
      • Alexissine Asb'el (Hubbard) (no orders)
        "2 covens Asb'el-class Thaumaturgist
        "
      • Ganool Fleet (Hubbard) (patrol fiefdom coasts)
        3 destroyers, 3 submarines, 1 battleship
      • Arbandi Division I (E2) (guard E2 fiefdoms and bodyguard Tebryn Arbandi)
        3 batallions infantry III, 2 squadrons fighters, 2 squadrons bombers
    • Notes
      • Congrats on the babies.


    House Thana (Darksaber)
    Spoiler :

    House Thana

    • Economic Overview:
      • Treasury: 42
      • Approximate Income: 43
      • tax rate: 20.0%
      • taxation efficiency: 15%
      • production: 159
      • trade: 9
      • Approximate Popuation: 3,019,674
    • Technology
      • Phyics/Engineering: 4 average
      • Chemistry/Biotech: 7 revolutionary (genetic engineering, in vitro organ synthesis, tissue regeneration, enhansive pharmaceuticals, neuronal-to-machine interface, bacterial engineering (medical, nano-'robots'), designer babies)
      • Complex Systems: 4 good
    • Military Quality
      • Army: 1
      • Air: 1
      • Navy: 1
      • Space: 0
      • Maggicks: 0
      • Intrigue: 1
    • Approximate Reputations:
      • Prestige: 2
      • Popularity: 3
      • Noblesse: 6
      • Piety: 4
      • Profitability: 4
      • Imperials: 4
    • Policy
      • Seeker of Wonders
        Perform research and studies of all this to better see the details of the Pancreators work.
    • Actions
      • Scepters: 1
      • Actions: 3
      • Action-Capable Characters
        • Rodwen Thana (scepter-bound): quiet, occasionally pious, reserved, interests in architecture and mining (incellia)
        • Ghilda Htana: quiet, tactful negotiator, gifted biologist, popular amongst the serfs (Incellia)
    • Unit Groups
      • Phoenix (Incellia) (no orders)
        1 Republic Frog-class Yacht
      • St.Sucellus's Shield (incellia) (guard fiefdoms)
        26 batallions Infantry IV, 10 batallions infantry III, 7 brigades medium armor, 4 squadrons fighters
      • Principalities of Waves (incellia) (guard fiefdom coasts)
        6 destroyers, 2 carriers, 4 squadron fighters
      • Fen'Harel's Pack (Incellia) (no orders)
        2 batallions glass scalpel commandoes (all male)
      • Mythal's Blade (E2) (no orders)
        3 batallions infantry IV, 5 squadrons fighters, 2 squadrons bombers
      • Andruil's Huntress (E2) (no orders)
        2 batallions glass scalpel commandoes (all female)


    House Vanari (Terrance888)
    Spoiler :

    House Vanari

    • Economic Overview:
      • Treasury: 49
      • Approximate Income: 43
      • tax rate: 20.0%
      • taxation efficiency: 15%
      • production: 163
      • trade: 7
      • Approximate Popuation: 13,694,473
    • Technology
      • Phyics/Engineering: 5 above average (ceramasteel, industrial robotics, rocketry)
      • Chemistry/Biotech: 5 average (advanced petroleum engineering, hydrocarbon chemistry, bacteriology, algae processing)
      • Complex Systems: 4 below avarge
    • Military Quality
      • Army: 4
      • Air: 1
      • Navy: 0
      • Space: 0
      • Maggicks: 0
      • Intrigue: 2
    • Approximate Reputations:
      • Prestige: 3
      • Popularity: 5
      • Noblesse: 4
      • Piety: 5
      • Profitability: 3
      • Imperials: 4
    • Policy
      • The Factory is my temple, The Forge is my Altar, The Work is my Prayer:
        Focusing on Industrialization and production as a means to wealth. Religious ceremonies are to be common, everyday events with few, notable but important holidays. The Workplace will become the Community center of government officials and the Industrial center of every city is close by to the Government.
    • Actions
      • Scepters: 1
      • Actions: 3
      • Action-Capable Characters
        • Philipe Van Gar (sceptreholder): fair strategist, industrialist, political, determined, stubborn, impolite (arrakis)
        • Heifel Aries: formal training in chemistry and petroleum engineering, pious (dedicated to Palamedes), hates ‘sea-salad’, rebuilder (E2)
    • Unit Groups
      • Phobos Yacht (E2) (no orders)
        1 Republic Frog-class Yacht
      • Strike Team One (arrakis) (no orders)
        1 Desert Raptor Brigade, 4 brigades Aries-class medium tanks, 3 Brigades Light Armor
      • Desert Rats (arrakis) (guard fiefdoms)
        42 battalions infantry III, 1 brigade light armor, 14 brigades medium armor, 4 brigades heavy armor, 1 fighter squadrons
      • House Guard (E2) (guard fiefdoms)
        6 NBC Infantry III 3 battalions infantry III 1 brigade Aries-class medium tank
    • Notes
      • Suffering from Inflation problems.


    House Sanctious’Als (Hbar)
    Spoiler :

    House Sanctious'Als

    • Economic Overview:
      • Treasury: 26
      • Approximate Income: 35
      • tax rate: 20.0%
      • taxation efficiency: 12%
      • production: 185
      • trade: 8
      • Approximate Popuation: 7,469,731
    • Technology
      • Phyics/Engineering: 4 very poor
      • Chemistry/Biotech: 4 very poor
      • Complex Systems: 4 very poor
    • Military Quality
      • Army: 3
      • Air: 1
      • Navy: 0
      • Space: 1
      • Maggicks: 4 (sun, fire)
      • Intrigue: 5
    • Approximate Reputations:
      • Prestige: 3
      • Popularity: 7
      • Noblesse: 3
      • Piety: 8 (+1 with Blossoms of Mercy)
      • Profitability: 4
      • Imperials: 4
    • Policy
      • Redemption through deeds
        Though our ancestor's actions have forever stained the name of 'Als, the Pancreator is a forgiving god. By assisting the Church in purifying the souls of the heathens, and eliminating the corrupting influence of the Enemy, we shall find forgiveness, and earn our place in the righteous celestial light.
    • Actions
      • Scepters: 1 (unbound)
      • Actions: 3
      • Action-Capable Characters
        • Bishop Miral Akbar'Al: Member of the Order of Avestites, Hates Technology, Demagogue, fervently devout, narcissistic, paranoid, former theurgic monk, shepherd of bishopric of Sanctious’Als on Arrakis, polically ambitious (Arrakis)
        • Belgit’Al: (binding scepter)very loyal, chivalrous, pious, very generous, loves her job (E2)
    • Unit Groups
      • Ark of Worlds (E2) (no orders)
        1 Republic Frog-class Yacht
      • Fire Angels (arrakis) (no orders)
        2 company Burnt Angel, 1 Imperium Damselfly-class Dropship
      • Shield of the Faithful (arrakis) (guard fiefs)
        24 batallions infantry III, 8 brigades medium armor, 2 squadrons fighters
      • Purifying Fire (E2) (guard fiefs)
        3 batallions infantry III, 1 batallions rangers, 1 unit light armor, 1 squadron fighters
    • Notes
      • Suffering from Hyppean inflation spreading to your lands
     
  8. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    Minor Noble Houses


    House Texier (spryllino)

    Spoiler :

    House Texier

    • Economic Overview:
      • Treasury: 35
      • Approximate Income: 40
      • tax rate: 20.0%
      • taxation efficiency: 26%
      • production: 134
      • trade: 1
      • Approximate Popuation: 1,123,694
    • Technology
      • Phyics/Engineering: 4 above average
      • Chemistry/Biotech: 4 below avarge
      • Complex Systems: 5 very good (early hypnosis, communal computing, behavior/identity-modification psychology)
    • Military Quality
      • Army: 3
      • Air: 1
      • Navy: 1
      • Space: 0
      • Maggicks: 1
      • Intrigue: 4
    • Approximate Reputations:
      • Prestige: 3
      • Popularity: 5
      • Noblesse: 7
      • Piety: 4
      • Profitability: 5
      • Imperials: 5
    • Policy
      • Attempt to boost Physics research by the creation and expansion of a commercial Physics research facility to produce and sell research to private companies. Focus the research onto developments that can be used to not only bring our Physics facilities profit, but also that will genuinely result in new inventions (or other consequences) that will actually enhance the Texier fiefdoms’ prosperity. All profits made by the Physics facilities should be ploughed into developing and improving the Physics research facilities.
    • Actions
      • Scepters: 1
      • Actions: 3
      • Action-Capable Characters
        • Jyut Texier: (scepter-holder), unrivaled negotiator, brave, imperial fleet commander, past imperial eye commander, adaptive in combat, good strategic reflexes (stigmata)
        • Guiss Texier: martial, tank-commander, temper (E2)
        • Ednymion Texier academic, tactician, charismatic, pious, quickly tired (E2)
    • Unit Groups
      • Criophore (E2) (no orders) *thanks for naming me finally- I am so happy now!*
        1 Republic Frog-class Yacht
      • Texier Guard (Errovus Secondus) (defend fiefs)
        42 batallions infantry III, 13 brigades light armor, 6 brigades medium armor, 7 brigades heavy armor, 11 squadrons fighters
      • Texier Shadow (E2) (enforce quarantine/defend fiefs)
        2 companies glass scalpel commandos
      • Expeditionary Force (E2) (doing an expedition)
        3 terrier class destroyers, 8 destroyers,
      • Colonization Force (E2) (establish colony)
        15 batallions infantry III, 5 brigades light armor, 8 fighter squadrons, 8 squadrons bombers
      • Notes
      • A few remaining E2 assets require personal retraining or physical repair and replacement of damaged materials.


    House Kilgore (Kentharu)
    Spoiler :

    House Killgore

    • Economic Overview:
      • Treasury: 28
      • Approximate Income: 30
      • tax rate: 20.0%
      • taxation efficiency: 9%
      • production: 165
      • trade: 7
      • Approximate Popuation: 9,418,049
    • Technology
      • Phyics/Engineering: 4 average (preliminary rho-field engines)
      • Chemistry/Biotech: 4 poor (preliminary mnemonic upload)
      • Complex Systems: 4 average (very preliminary quasi-sentient computing)
    • Military Quality
      • Army: 4
      • Air: 3
      • Navy: 1
      • Space: 1
      • Maggicks: 0
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 3
      • Popularity: 5
      • Noblesse: 3
      • Piety: 3
      • Profitability: 3
      • Imperials: 4
    • Policy
      • Friends of the Wild
        Develop Foreign Contacts
    • Actions
      • Scepters: 1
      • Actions: 3
      • Action-Capable Characters
        • General Iferius Bliel: (scepter-holder), military fleet command experience, tactician, officer training, impolite, impious (arrakis)
        • Cav-Commander Desiree Jeltat: trained as a fighter pilot, officer training, chivalrous, traditionalist (arrakis)
    • Unit Groups
      • (please name UG) (E2) (no orders)
        1 Republic Frog-class Yacht
      • 3153rd Aerospace-Cav (arrakis) (Defend Fiefs)
        2 company marauder drop legion, 1 Imperium Damselfly-class Dropships
      • 3154th Aerospace-Cav (e2) (incorporate former Klorin fiefs)
        2 company marauder drop legion, 1 Imperium Damselfly-class Dropships
      • North Guardians (E2) (secure former kloring fiefdoms)
        3 batallions III
      • Center West Guardians (E2) (guard fiefdoms taken in 2304)
        3 batallions infantry IV
      • Mountain Guard (Arrakis) (guard fiefs)
        15 batallions infantry II, 2 brigades heavy armor, 3 squadrons fighters, 2 squadrons bombers
      • Western Patrol (arrakis) (secure former Klorin fiefs)
        5 batallions infantry IV 10 batallions infantry II 2 brigades light armor, 3 squadorns fighters, 2 squadrons bombers
      • Ruin Guards (arrakis) (guard ruins)
        15 divisions infantry II, 8 batallions Arakkis Desert Nomad Raider 2, brigades heavy armor
      • (please name UG) (Hubbard) (guard fiefs)
        15 batallions infantry I, 18 divisions infantry II, 4 squadrons fighters
      • 2nd Aerospace Bomber division (hubbard)
        2 squadrons Dauntless-Class Dive-Bombers


    House Xicier (Vertinari118???- you around buddy?)
    Spoiler :

    House Xicier

    • Economic Overview:
      • Treasury: 60
      • Approximate Income: 40
      • tax rate: 20.0%
      • taxation efficiency: 7%
      • production: 134
      • trade: 10
      • Approximate Popuation: 7,117,361
    • Technology
      • Phyics/Engineering: 5 very good (ceramasteal, ferrocrete, industrial robotics, electronic paper, advanced magnetics)
      • Chemistry/Biotech: 5 average (biological polymers, biological imaging, implant technology)
      • Complex Systems: 5 average (miniature computers, advanced economics, weather prediction)
    • Military Quality
      • Army: 3 (+1 within fiefdoms of Arrakis)
      • Air: 2 (+1 within fiefdoms of Arrakis)
      • Navy: 0
      • Space: 0
      • Maggicks: 0
      • Intrigue: 4
    • Approximate Reputations:
      • Prestige: 3
      • Popularity: 4
      • Noblesse: 4
      • Piety: 4
      • Profitability: 6
      • Imperials: 4
    • Policy
      • What You Don't Know Can Hurt You
        Focus on Espionage
    • Actions
      • Scepters: 1
      • Actions: 3
      • Action-Capable Characters
        • Tulong Xicier (scepter-bound), elite bodyguards, business-minded, negotiator, energetic, not religious, budding tactician, 'convincing' (arrakis)
        • Juno Xicier, business minded, naïve, beautiful, mind for subterfuge, loves the big cities (E2)
    • Unit Groups
      • Blackbird (Arrakis) (no orders)
        1 Republic Frog-class Yacht
      • Arrakis Hunters (Arrakis) (guard fiefs)
        21 batallions infantry II, 12 batallions infantry III, 9 batallions infantry IV, 4 batallions rangers, 7 brigades medium armor, 3 brigades heavy armor, 2 squadrons fighters
      • Errovus Guard (E2) (guard fiefs)
        3 batallions infantry III, 9 batallions infantry IV, 1 brigade medium armor, 1 squadrons fighters
      • Nomad Forces (arrakis) (guard fiefs)
        12 batallions Arakkis Desert Nomad Raiders
    • Notes
      • Suffering from Inflation probems.


    House Eekin (NPC)
    Spoiler :

    House Eekin

    • Economic Overview:
      • Treasury: 23
      • Approximate Income: 33
      • tax rate: 20.0%
      • taxation efficiency: 7%
      • production: 161
      • trade: 3
      • Approximate Popuation: 8,069,216
    • Technology
      • Phyics/Engineering: 4 above average
      • Chemistry/Biotech: 4 below avarge
      • Complex Systems: 4 above average
    • Military Quality
      • Army: 4
      • Air: 4
      • Navy: 4
      • Space: 4
      • Maggicks: 0
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 6
      • Popularity: 4
      • Noblesse: 4
      • Piety: 5
      • Profitability: 4
      • Imperials: 4
    • Policy
      • Order of Baelious.
        "We discover the brightest minds in the military and breed* them for leadership positions in the Eekin Military.
        *Breeding= involves training in all aspects of warfare, membership into the Brothers Battle, and learning military tactics and strategy. Thus creating the Ultimate Leaders."
    • Actions
      • Scepters: 1
      • Actions: 3
      • Action-Capable Characters
        • Sir ‘Hellwind’ Eekin ( scepter-bound) space fleet command experience, grimson legion command experience, military training, pious follower of Brothers Battle crusader code, industrialist (hubbard)
        • Lady Ysyrin Eekin, delicate physique, skilled orator, military officer’s training, enchanted by Assimov (E2)
    • Unit Groups
      • 1st Fleet (Arrakis) (no orders)
        1 Republic Frog-class Yacht
      • The Fist of Baelious (Assimov) (hunt pirates)
        1 Valant Sun-Class Destroyer, 1 Damselfly-class Dropship, 1 Grimson Legion,
      • The Hawks of War (Clarke) (no orders)
        "
        12 batallions infantry III," 12 squadrons fighters, 8 squadrons bombers
      • Task Force 2.5 (Clarke) "(patrol fief waters)
        "
        16 destroyers, 8 cruisers, 3 battleships
      • The Red Guards (E2) (guard fief)
        6 batallions infantry III, 2 squadrons fighters


    House Remillard (Mgsmuhammad)
    Spoiler :

    House Remillard

    • Economic Overview:
      • Treasury: 27
      • Approximate Income: 29
      • tax rate: 20.0%
      • taxation efficiency: 17%
      • production: 65
      • trade: 2
      • Approximate Popuation: 2,488,223
    • Technology
      • Phyics/Engineering: 7 revolutionary (rho-engines (levitation), rho-engine miniaturization (hover vehicles), rho-engine acceleration (rail weapons) ceramasteal, polyferrous compunds)
      • Chemistry/Biotech: 7 revolutionary (genetic engineering, rapid 'battlefield' regenerationn, advanced medical imaging and diagnosis, computer-brain interface, remote bio-sense, super-high energy fuels, designer synthetic chemistry, synthetic people)
      • Complex Systems: 4 excellent
    • Military Quality
      • Army: 2
      • Air: 0
      • Navy: 2
      • Space: 0
      • Maggicks: 0
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 2
      • Popularity: 5
      • Noblesse: 6
      • Piety: 5
      • Profitability: 4
      • Imperials: 4
    • Policy
      • Technological Supremacy in His Name
    • Actions
      • Scepters: 1
      • Actions: 3
      • Action-Capable Characters
        • Remi Remillard (scepter-bound) noble air, romantic figure, handsome, passion for winter sports, politically connected, ambitious, aloof, not interested in technology, friends of the rangers, skilled with a rifle, even more handsome outfitted in LLBean (incellia)
        • Renee-anne Remillard: noble air, aloof, pragmatic, technological interest, building administrator (incellia)
    • Unit Groups
      • Incellian Express (incellia) (no orders)
        1 Republic Frog-class Yacht
      • Keqluneq (Assimov) (on loan to church)
        1 IP-III-Class Freighter
      • Frost Rangers (Incellia) "(patrol wildlands)
        "
        6 batallions rangers
      • Frost Rangers (Incellia) (hunt critters)
        2 batallions rangers
      • 1st Incellian Battle Group (Incellia) (guard fiefs)
        21 batallions infantry III, 2 brigades light armor, 4 squadrons fighters
      • Remillard Coast Guard (Incellia) (patrol coasts)
        4 destroyers, 6 submarines, 2 carriers, 4 squadrons fighters
      • Errovusian Enforcers (E2) (guard fiefs)
        6 batallions infantry III, 2 squadron fighters


    House Naprous (Lord Iggy)
    Spoiler :

    House Naprous

    • Economic Overview:
      • Treasury: 37
      • Approximate Income: 28
      • tax rate: 20.0%
      • taxation efficiency: 10%
      • production: 106
      • trade: 7
      • Approximate Popuation: 22,193,281
    • Technology
      • Phyics/Engineering: 4 very poor
      • Chemistry/Biotech: 4 poor
      • Complex Systems: 4 very poor
    • Military Quality
      • Army: 2
      • Air: 1
      • Navy: 2
      • Space: 0
      • Maggicks: 0
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 1
      • Popularity: 4
      • Noblesse: 4
      • Piety: 4
      • Profitability: 6
      • Imperials: 3
    • Policy
      • Skim the Cream
        Recruit the most capable, and only the most capable freemen, from the large pool of loose manpower on E2.
    • Actions
      • Scepters: 0
      • Actions: 2
      • Action-Capable Characters
        • Rhodes Bertrand Naprous : slovenly, perverted, workaholic, mind for profit, interets in shipping (E2)
        • Channaoe Proparsic Naprous: intense, bodyguards, military command experience, (E2)
    • Unit Groups
      • Last Stand (Errovus Secondus) (guard fiefdoms)
        27 batallions Infantry III, 9 batallions Infantry IV (1 with bio-suits), 2 Brigades Light Armor (1 bio-modified), 8 Fighter Squadrons, 3 Bomber Squadrons, 2 Glass Scalpel Battalions (bio-suits)
      • Expeditionary Force (E2) (guard new fiefdoms)
        20 batallions infantry 1, 15 batallions Infantry IV (bio-suit), 1 Glass Scalpel Battallion (bio-modified), 4 Brigades Light Armor (bio-modified), (Supplies from Bio-Trucks, Air Support from Last Stand, Air Drops from Merchant Air Fleet)
      • Grimsons (E2) (guard fiefdom)
        (2 grimson legions)
      • Navy (E2) (on loan to the Texier)
        1 battleship, 3 cruisers


    House Illborne (NPC- available for adoption)
    Spoiler :

    House House Illbourne

    • Economic Overview:
      • Treasury: 21
      • Approximate Income: 20
      • tax rate: 20.0%
      • taxation efficiency: 13%
      • production: 48
      • trade: 4
      • Approximate Popuation: 11,283,476
    • Technology
      • Phyics/Engineering: 3 very poor
      • Chemistry/Biotech: 3 poor
      • Complex Systems: 4 below avarge
    • Military Quality
      • Army: 4
      • Air: 3
      • Navy: 0
      • Space: 0
      • Maggicks: 1 (life)
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 1
      • Popularity: 4
      • Noblesse: 4
      • Piety: 4
      • Profitability: 2
      • Imperials: 4
    • Policy
      • Eden
        Actively cultivate an image of utopia in Illborne domains, man’s attempt to recreate the Pancreator’s Eden here on E2, where man, woman, and child can live without fear of starvation, fear of thirst, or fear of harm.
    • Actions
      • Scepters: 0
      • Actions: 2
      • Action-Capable Characters
        • Breson Illborne; organizational mastermind, tough from the streets, un-empathetic, political, extensive personal combat experience, friend of the Penitents, hated by the Authority (errovus secondus)
        • Jessica Illbore: tough from the streets, callous, needlessly cruel, gorgeous, personal combat experience (errovus secondus)
    • Unit Groups
      • Reclamation Force (E2) (guard fiefdom)
        10 batallions infantry I, 18 batallions infantry III, 21 batallions infantry IV, 2 battalions Authority Reapers armored vehicles 2 fighter squadrons,
      • Relief Force (E2) (no orders)
        1 bomber squadron
     
  9. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    League of Guilds


    Background

    Spoiler :
    The Major Guilds combine the central core of the Merchant League, they are the few, the proud the powerful. Whether through blackmail, monopolies or political and bureaucratic expertise they are capable of holding their own as part of the triumvirate that orders the Known Worlds.

    Although merchants have facilities all across space they have are based on Leagueheim. Much of Guild planning and trade is carried out on this small industrial planet. Guilders are fiercely territorial creatures and the noble houses are not welcome to Leagueheim for fear that they might learn their secrets and grow independent of them.

    There are a wide variety of guilds operating throughout Leagueheim and the known worlds. Here we will deatail some of the most succesful and influential.


    Major Guilds

    The Supreme Order of Engineers The mysterious and unnerving Guild of Engineers are in control of all things technical and scientific. Not only are their scientific ways viewed with suspicion but their taste for cyber implants also puts them beyond decency and sacrilegious in the opinions of serfs and devout church priests. Yet it started as a religious order itself and some members maintain a faith that combines experimental science with rare theological concepts. What deals they have cut with the church that ensure their continued existence is unknown but they must provide some service or would have been excommunicated and destroyed long ago. The Supreme Order of Engineers controls a sceptre of the regency.

    The Muster The Muster are labour for hire with an emphasis on force. Their activities include slavery, supplying highly skilled workers or elite troops. Their slaver activity has given them the nickname the 'chainers.' They can trace their linage back to a mercenary unit active during the Grand Republic.

    The Reeves These Guildsmen deal in money and law. They supply financial services across the Known Worlds, lending money, exchanging currencies, offering investments. They also offer legal services across the many arcane legals systems across the Empire. Their money lending and legal interventions can put them in conflict with the Church. The reeves control two sceptres of the regency.

    Minor Guilds:

    Ancient Society of Sacred Alchemists Specializing in anything to do with chemistry, much of their activities are specialized towards the extraction, refinement and sale of oil and plastics. The Ancient Society has close ties to both the Supreme Order of Engineers and to the Apothecaries.

    Apothecaries While the Blossoms of Mercy are renowned for their healing abilities not all wish to be the recipient of their penance or remedies. Many prefer to trust to well high-technology alternative of healing. Although their prices may be exorbitant their services are the best. Accusations have been levelled that this guild sometimes delves into forbidden biotechnology such as cloning.

    The Authority The Authority attempts to controls all trade and merchandise in Errovus Secundus, they are officially a water-gate guild and maintain the systems of dykes, damns and locks that preserve the land against the rising levels of water. Unoffocially they have their hand in every trade or industrial development of the planet. The authority commands a sceptre of the regency.

    Brewers This guild provides to the public clean food and water, a necessity in modern times with so many pollutants in the land and air. While most brewers are merely publicans and barkeeps who pay commission to the Brewers Guild they do ensure that a standard is kept.

    Bureaucrats Where there is business there's paperwork, where there's management there's administration. The Bureaucrats are there to provide professional administration for nobles, church and other businesses. Their discretion is assured.

    Carnivaliers One of the two major entertainment guilds in the Known Worlds. The Carnivaliers deal with what is distainfully known as 'low-brow' entertainment by the nobility who prefer the services of The Masque. The Carnivaliers provide street theatre, circus performance, juggling, acrobatics and animal menageries.

    Coachmen The Coachmen are the guild of space pilots and traders but their real power lies in their connections to various other guilds and noble houses for whom they move freight and passengers. They specialize in interplanetary trade but also have capacity for intraplanetary transport. This trading house commands a sceptre of the regency. The coachmen are also often called, informally, the charioteers.

    Courtesans The Courtesans guild is more than mere prostitution. They are refined and elite companions of high-society. They ensure that their clientele receives elegant companionship who are capable of drawing upon a vast network of gossip and information.

    Fishers Most worlds have their own local guild for fishermen.

    Gormands This guild tends to serve high-society providing exquisite cuisine from across the Known-Worlds. They are also trained to be able to detect attempts at poisoning and are entrusted to cater for the nobility.

    The Masque One of two major entertainment guilds, they produce high-society entertainment the the nobility and peasantry together. They provide theatrical representations of history as it is made (often written at the direction of a noble or other benefactor). They are also in charge of the remaining Magic Lanterns and any other hi-technology entertainment.

    Mercurians This secretive faction is part guild and part revolutionary terrorist. Their operations can be as simple as prank that humiliates a dignitary, as subtle as the shade of colour of a substituted flag or as chaotic as the release of alien creatures in an urban setting. The organisation remains profoundly illegal and their members anonymous. Their true purposes remain a mystery to even most of their members. The Merchants League remains duplicitous on the subject of the Mercurians at times welcoming their contribution and at other times denying their existence. Historically it routes are in the drop out culture of the Grand Republic.

    Pedagogues The art of teaching is not lost in the New Dark Ages, however it is far from common practice. The Pedagogues tend to cater their services to the education of youth specifically that of governesses, personal tutors and other educators. The teachers of higher levels of academic learning tend to ply their trade as long-term contracts to specific noble hosues while other, more generalized teachers tend to become travelling tutors. They say that the pedagogue have a major academy on leagueheim.

    Promoters(Shills) Public Opinion is no longer the concern of the free media. While there is little in the way of mass media or literacy the Promoters insure that whatever news they're paid to advertise is broadcast, even if it's by yelling. Earning them the appellation of 'shills'.

    Prospectors A high-tech mining guild with numerous contracts both independent and on behalf of various noble houses on both planets and moons.

    Vagabonds Not officially a guild but rather a loose-knit society of vagrants, hobos and vagabonds. By working together they are capable of providing a fraternity that will support each other in their free lifestyles. Owing allegiance to none and accorded privilege to none this is one of the most disparate collectives in the Known Worlds.

    Wordwrights The art of writing is a skill precious few have, and a skill that even less excel at. Specialists in composing literature are hired to either scribe other texts, or compose epics and ballads of heroic deeds lest all forget them.

    Weaponsmiths The productions of weapons is considered a fine art by many, the weaponsmith guilds among them. Rather than a whole guild this is the collective term for a number of guilds that generally owe direct service to a large faction for the manufacture of weapons. While they will not build hi-tech weapons (violating Engineer monopoly) they will produce some of the finest blades and slug guns in existence.

    Wranglers The care of beasts is not a skill all care to take. The Wranglers are Ranchers, veterinarians, huntsmen, herders and manufacturers of harnesses and other beast-related equipment.


    The Supreme Order of Engineers

    Pamilla Sofenti: A women with a nearly-religious view on technology and its incorporation. She believes in the dissemination of knowledge and technology and runs the guild as a business only so that it can keep functioning. She holds a scepter.

    Al: Al is not known to appear in person to any meetings, prefers ‘projection’ technology. Al is defiantly not his real name and his real name and appearance are a closely guarded secret. Al’s views on technology and its incorporation are so extreme that he has been excommunicated by the church of universal light. Doing business with Al may be bad for relations with the church and yet his expediency and attention to detail make him an excellent contact amongst the league.

    The SoE often just allows the Reeves to do business for them, preferring to insulate themselves from the nobles and their politics and to focus on their tinkering. The Reeves are only to glad to skim a small percentage off any deals in exchange for their time.

    The Muster

    Tong Yang Grigor: Tall and thin, this man’s sunken appearance and cold eyes intimidate more then they befriend. Tong is a skilled diplomat but not above cheating and lying to get his way. He is a reputed atheist though no proof has been offered.

    The Reeves

    Jason Avivies: A born bureaucrat, this man has an amazing mind for names and numbers, deals and money. He is a self-made freeman who rose through the ranks via honest hardwork and business aplomb. Jason is always ready to cut a deal and lives by the firebird. His penchant for usury have led him afoul of the church and it is a delicate balancing act he performs to keep Reeve contracts with the Orthodoxy alive while maintaining his traditional business model. Jason holds a scepter.

    Jason Bird: The second reeve Jason, Jason bird has his background in ‘shadow business’ and has a huge interest in political influence and favor trading. He is constantly involved in imperium politics and has managed to secure many deals for the Reeves with the imperium via his tricks. This Jason also holds a scepter.

    The Authority

    Garren Grimkill: A hard-nosed negotiator with an eye for blackmail and political ruin, Garren is a difficult and dangerous man to do business with. It is said that the authority is involved in 90% of deals on Errovus Secondus and the reason is this man’s veritable network of contacts and agents. The authority has repeatedly repelled Imperial Eye intelligence probe attempts and it said that the intelligence network of the authority, at least on Errovus Secondus, is a contender to rival the imperium’s. Garrem holds a scepter.

    Coachmen (aka Charioteers)

    Seraed Aekraiah: Only recently pardoned after a four year period of excommunication, Seraed had a taste for intrigue and double-dealings. She also commands one of the most highly sought-after commodities in the known worlds, connection between those worlds and so though many are reluctant to trust her, most are willing to overlook her reputation to gain her guild’s services. Seread holds a scepter.


    Known Fiefdoms and Unit Groups

    Note that many Fiefdoms and Military Divisions will not be disclosed.

    Spoiler :


    The Authority (NPC)

    Spoiler :

    The Authority

    • Fiefdoms
      • large scale farming operations (Errovus Secondus)
      • large scale fishing operations (Errovus Secondus)
      • large scale aquaculture operations (Errovus Secondus)
      • naval trade warehouses, fleets, and ports (Errovus Secondus)
      • planetary and orbital (mostly commercial) spaceport (Errovus Secondus)
      • naval military bases (Errovus Secondus)
      • Intercontinental Ballistic Missile System (Errovus Secondus)
      • Communications and Surveillance satellite (E2)
    • Unit Groups
      • Authority Guild Transport (Errovus Secondus) (orders unknown)
        OK-IV-Class Freighter
      • Authority Guild-Master's Transport (Errovus Secondus) (orders unknown)
        Frog-class Yacht
      • Authority Planetary Defense Army (E2) (orders unknown)
        assets unknown
      • Authority Planetary Defense Navy (E2) (patrol all seas)
        assets unknown but sizable and advanced
      • Authority Orbital Defense Fleet (E2) (protect spaceport)
        2 Double-V-Class Frigates, 2 squadrons stinger-class aerospace fighters



    The Apothecaries (NPC)
    Spoiler :

    The Apothecaries

    • Fiefdoms
      • Experimental Farms (Assimov)
      • Medical Research Facilities (The Grand Hospital, Assimov)
      • Biotech Research Facilities (The Grand Hospital, Assimov)
      • Genetic Research Facilities (The Grand Hospital, Assimov)
      • Pharmaceuticals Factories (The Grand Hospital, Assimov)


    The Coachmen (NPC)
    Spoiler :

    The Coachmen

    • Unit Groups
      • 1st Merchant Fleet (???) (SOP: Coachmen 1st Merchant Fleet Clarke-Incellia-Leagueheim Run)
        1 VK-VIII-Class Freighter, 1 OK-IV-Class Freighter, 1 Rabid-Class Destroyer
      • 2nd Merchant Fleet (???) (SOP: pick up ore, fish, from Prospector’s spaceport on Clarke, export to Leagueheim, pick up finished goods, drop off on Incellia and Clarke)
        1 VK-II-Class Freighter, 1 Double-V-Class Frigate
      • 3rd Merchant Fleet (???) (SOP: Coachmen 3rd Merchant Fleet Arrakis-Hubbard-Leagueheim Run)
        1 VK-II-Class Freighter, 1 Double-V-Class Frigate
      • 4th Merchant Fleet (???) (SOP: Coachmen 4th Merchant Fleet Leagueheim-Incellia-Clarke-Arrakis-Hubbard Run)
        1 VK-II-Class Freighter, 1 Double-V-Class Frigate


    Fishers’ Guild (NPC)
    Spoiler :

    Fishers’ Guild

    • Fiefdoms
      • Fishing Fleet (Clarke)
      • Aquaculture (Clarke)
      • Shipyard (Gilline, Clarke)
      • Aquaculture Processing Plants (Gilline, Clarke)
      • Naval Trade Docks (Gilline Clarke)
      • Merchant navy (trade routes to prospector's spaceport and Irva spaceport)
    • Unit Groups
      • Fishers’ Navy (Clarke) (guard trade and fishing ships)
        unknown number of Terrier-Class destroyers and other assets


    Farmers’ Guild (NPC)
    Spoiler :

    Farmers’ Guild

    • Fiefdoms
      • Advanced Farms (Arrakis)


    Prospectors’ Guild (NPC)
    Spoiler :

    Prospectors’ Guild

    • Fiefdoms
      • Mines (Clarke)
      • Minor Spaceport (Kaminax, Clarke)
      • Refineries and Smelters (Kaminax, Clarke)
      • Moon Base Operation 122 mines (Orbiting moon of Clarke)
      • Moon Base Operation 122 minor spaceport (Orbiting moon of Clarke)
    • Unit Groups
      • Operation 122 Freighter (Clarke, its moon) (collect minerals from moon’s spaceport, return to planetary spaceport to offload, pick up food and life-support equipment, return to moon base, off-load)
        1 OK-IV-Class Freighter

     
  10. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    Religious Sects


    Background

    Spoiler :
    The Universal Church of the Celestial Sun is a massive organization that dominates the Known Worlds. The Church touches the lives of each and every sentient. Even pagans and apostates define themselves in terms of their opposition or difference from the Church. Perceptions of the Church obviously vary, but the majority of people in the Known Worlds look to the Church for guidance and attend services at least once a week. They are devout, and are much more likely to follow the direction of a priest than their own Noble masters. This then is the source of the Church's enduring power: Nobles who fall afoul of the Church often find their serfs running away and freemen refusing to work for them.

    Because of this, almost all Nobles appear to be devout supporters of the Church. Many really are devout believers. The Church is full of the sons and daughters of Noble families. Others Nobles are less than devout, but they understand that without the Church's blessing, they could and probably would lose all they have. The Noble families and the Church have an implicit understanding: The Nobles support the Church through their tithes and the Church support the Noble's position to rule, which carries immense weight with the serfs. The League of Merchants also has a contradictory relationship with the Church. The League is a much younger institution than the Church and the relationship is often rocky. Yet many lower level guild members come from or are themselves believers. And the League could not withstand a crusade against it by the Church and allied Noble families. Of course, there is balance, and the Church itself relies on Guild technology, often technology it bans for the rest of the Known Worlds.

    The Universal Church, is ironically, not quite Universal. There are other religions, although they are practiced in secret for the Church will stop at nothing to exterminate them. Even within the Church, there are distinct divisions.


    Orthodox


    The largest sect, it is the Orthodoxy that most people associate with the Church. Its priests can be found on all worlds, from the ostentatious bishops of the capital cities to the more humble parish priests in the most poverty-stricken fiefs. While the Orthodoxy has gained a reputation for their cunning political manoeuvres, most priests know little of such things, being entirely too busy protecting the souls of the simple faithful in their parishes. When tragedy strikes, it is still to the Orthodoxy that most of the faithful turn for consolation.
    When people refer to ‘the church’, they are referring to the Orthodoxy.
    Favoured saints of the Orthodoxy include “St. Lugus”, “St. Junil”, “St. Sabel” and the living patriarch, “St. Barbatos”.

    Eskatonic Order

    These hermetic sages are often thought of as wizards by the common folk, but the nobles and guildsmen know them for the kooks they often are. While there are many within the order who possess profound wisdom and learning, there are just as many who are obsessed with the end of the universe and who stand on street corners telling everyone about it. Eskatonic history begins in ancient times, during the great ‘soul wars’. They were derived from Amur wizards and hermetics who fought alongside the church to end the spread of the demon-servants and their tyranny and yet they used the heretic magiks often associated with the enemy. And thus there was much struggle and agonizing debate over the fate of the Amur mages and sages. Their continued devotion to the church and their willingness to share their secrets with the orthodox and other sects eventually won the day and they were accepted, at least for awhile. As the years turned into centuries the church led many inquisitions against the ‘Order of St. Oghma’ (as they were known at the time) and purged their numbers of heresy and witchcraft and eventually drove them from the fold.
    During the ‘Grand Republic’ the ‘Order of St. Oghma’ was confined to a few minor cities on Errovus, their rites and secrets scrutinized by the church at any moment. That all changed when the Symbiots struck. Suddenly the weapons of the ‘Grand Republic’ were no longer sufficient and it was left to the church to battle for the souls of man in the face of overwealming odds. Knowing that flame-guns and missiles alone would not win the day, the Church called upon the ‘Eskatonics’ (as they had become known in an effort to distance themselves from the heretic ‘old gods’). The Eskatonics were admitted into the fold when their theurgical rites proved effective against the Symbiots. Some see this concession as a sign of weakness as the Orthodoxy struggles to regain ground lost during the Wars, but others quote the old saying: "Keep your friends close, and your enemies closer."
    Though publicly the Eskatonics share many of the same saints as the Orthodoxy, in private many also venerate “St. Caswel” and “St. Oghma”.

    Brother Battle

    This order of warrior monks is the most elite fighting forces in the Known Worlds, surpassing even the Emperor's Phoenix Guard in martial prowess. Originally chartered to protect pilgrims and pursue heretics, the order is now petitioned by noble houses, other Church sects, and even guilds to perform military operations on many worlds, including the infamous Stigmata Front against the dreaded Symbiot invaders. Despite rumors of heresy and usury within their ranks, everyone wants a Brother Battle monk by their side in times of trouble. Though technically bound to obey the directives of the Patriarch Barbatos, some worry that the Brother Battle are gaining too much power as they accumulate lands on frontier worlds where barbarians and heretics remain a threat.
    The Brothers Battle are the most recently formed sect, having arisen only at the end of the Grand Republic as the church became more and more involved, once-again, the military affairs of man, although many of their scriptures and popular liturgy can be directly traced to the ‘Cult of Fortune’ of old and their patron saint, Baelious, is thought to have been worshiped as a god in the ancient times.
    The Brothers battle are often recruited from the population of ‘House Eekin’s’ serfs and freemen and many are toweringly large blond-haired and blond-bearded men of cunning martial prowess.
    Their favoured saint is “St. Baleious”.

    Temple Avesti (Avestites)

    The Avestites were formed under the personal direction of Patriarch Barbatos during the ‘Soul Wars’ so as to find and root out demonic worship and heretic followers of the ‘pretender gods’. Some whisper that the Avestites were originally formed as a means of blinding the most zealous followers of the ‘Church of Celestial Light’ to its leaders own hypocrisy and secrecy by turning their attention to targets of their choosing. Those that whisper this too openly may soon find themselves stretched over the ‘electro-racks’ and targets of inquisition themselves however.
    The Avestites long ago seized most of the seats on the Inquisitorial Synod, but even pilgrims who hold no Inquisition seal have a habit of sticking their noses in other people's business. Avestites consider it their duty to search the Known Worlds for signs of heresy, demonism and any other threats to the faithful, and are not about to let such technicalities as law or status get in the way. Their rejection of learning and dogmatic adherence to certain extreme scriptures makes them the object of fear and hatred for the enlightened, although the peasantry might cheer when one of their betters is the target of Avesti ire. Publicly, they are obeyed, but Avestites who wander alone into dark alleys are sometimes never seen again. Only the most fanatic and ascetic initiates are admitted to this sect.
    The Avestites almost universally favour the living patriarch as their saint of choice.

    Blossom of Mercy

    This order of healers and compassionate mystics is as old as the Orthodoxy, although the Blossoms of Mercy conceded leadership of the Church long ago, preferring to dedicate themselves to the perfection of their salutory arts. Everybody loves the priests and priestesses of Blossom of Mercy, followers of Saint Sirona, for their very touch can effect miraculous cures of injuries and sickness -- at times even when artefact tech of the Grand Republic has failed. When a Blossom comes to town, there is always someone willing to provide hospitality for her. Many serfs and freemen will plant a plum tree in their yard in an effort to win the favour of this beloved sect by paying homage to their most well-known symbol, the plum blossom. Indeed, so beloved by the commoners are they that when one was once accused of witchcraft by an overzealous Avestite, the Avestite was seized by the populace and burned at the stake instead.
    In addition to “St. Sirona” many also pay homage to “St. Nantosuelta”.

    There a number of smaller and obviously pagan faiths throughout the worlds as well but these are considered heretical and that just won't do!


    Orthodoxy:

    St. Barbatos the Undying: Patriarch of the Orthodox church and official head of the entire Church of Celestial Light. St. Barbatos wields a scepter.

    Cardinal Claude Remillard: Very conservative clergymen with strong ties to the avestites. Does not get along with the Remillard noble house. Cardinal Claude Remillard holds a scepter.

    Cardinal Leonid Mirmah: Once arch-bishop of Clarke, he has moved on to accept a cardinalship but maintains contacts throughout Clarke and with the Tsedeq family in particular. Leonid is known to hold more liberal views towards technology and tradition but knows his position is dependent upon the church and will never stray too far. Cardinal Leonid Mirmahholds a scepter.

    Cardinal Quelus Heventi: Born a serf of the Universal Light, this man made his mark in local politics before adopting the clerical robes and continuing his political career amongst the monks and clerics of the church. Cardinal Quelus. in addition to his Cardinalship also holds the archbishopric of Errovus Secondus and is perhaps the most ambitious of the current sceptreholders. His vote usually goes to whoever can provide the greatest personal gain. Some say that Cardinal Quelus is the least religious cardinal. Cardinal Quelus Heventi holds a scepter.

    Eskatonic Order:

    Archbishop Horles Keter: A thoroughly mystic man, Horles Keter is known to arrive weeks late to important meetings, forget his childrens name and skip week’s worth of sleep and food in the pursuit of theurgical rites. Though the head of the Order of St. Caswel, he does a poor job of maintaining the political front.

    Brothers Battle

    Archbishop General (3 star) Judy Sleeping: Born into soldiering, Judy’s father and all her brothers were killed figting the symbiot. Judy Sleeping is a uniquely uncomplicated person and wields her political power with the sole goal of defeating the symbiots and ridding their curse from the known worlds. Archbishop General (3 star) Judy Sleeping is a scepter holder and has in the past commanded the imperial garrison.

    Temple Avesti:

    High Inquisitor David Ghul: A man known best for his fierce temper and ambition, David wishes nothing less then a return to some imaginary perfect time before sin had stained the hearts of man. He is constantly at the side of St. BArbatos who seems to find something admirable in his anger and single-minded intensity. Despite his faults, or perhaps because of them, David is a an excellent diplomat and administrator. Though Ghul uses the title of High Inquisitor, within the Universal Church he is recognized as an archbishop.

    Blossom of Mercy:

    Cardinal Glory Herinus: Quiet, very old and known for understand wisdom, Glory does little to live up to his name while quietly and without noise administers to thousands of hospitals and hospices worldswide.

    Known Fiefdoms and Unit Groups

    Note that many Fiefdoms and Military Divisions will not be disclosed.

    Spoiler :
    The Orthodoxy (NPC)
    Spoiler :

    The Orthodoxy

    • Fiefdoms
      • small scale farming operations (Errovus Secondus)
      • small scale fishing operations (Errovus Secondus)
      • monastaries and churches (Errovus Secondus)



    Avestites (NPC)
    Spoiler :

    Avestites

    • Fiefdoms
      • Barracks (Synod Amongst the Isles, Clarke)
      • Fortress (Synod Amongst the Isles, Clarke)
      • Inquisitional Courts (Synod Amongst the Isles, Clarke)


    Blossoms of Mercy (NPC)
    Spoiler :

    Blossoms of Mercy

    • Fiefdoms
      • Hospital (Debir, Arrakis)
      • Great Orchards of Yggdrasil (Debir, Arrakis)



     
  11. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    The Imperium


    Background

    Spoiler :
    Until the population of the known worlds can acclaim a single emperor to rule all, the phoenix throne remains in flux. The empire must remain united for how, without unity, can the Symbiot threat be countered? How can the individual aspirations of the noble houses be balanced? How can the churches’ dominance be countered? How can the guilds’ greed be denied?

    The reagent to the phoenix throne is chosen by vote amongst the 37 sceptre-holders throughout the known worlds. The sceptres of regency are dividing amongst the noble houses, the church and the league of guilds and as such the chosen reagent is representative of all the major political powers of the known worlds.

    The empire is dependent upon four divisions to operate and project its authority. Once a reagent to the phoenix throne is choosen, the reagent must immediately appoint a sceptre-holder to the positions of ‘commander of the imperial fleet’, ‘commander of the imperial garrison’, and ‘commander of the imperial eye’. No two of these three command positions may be held by individuals from the same noble house, church sect or guild house, though the reagent of the phoenix throne may appoint a second individual from their own house to one of these commands.

    Reagent to the Phoenix Throne

    The reagent is the chosen representative of the known worlds, their favorite leader. This position will bring much prestige to the faction from which the individual is chosen. In addition, they will command significant fiefs throughout the known worlds, dedicated serfs, industries and entire military divisions. In addition, the reagent commands the ‘Phoenix Guard’, an elite division of soldiers who serve as bodyguards and specialist forces to the Emperor Reagent.

    Imperial Garrison

    The Imperial garrison consists of several divisions of Grimson Legions (think terran soldiers from Starcraft) who’s primary goal and directive is to combat the Symbiots of Stigmata. They also hold multiple fiefs, especially on Hubbard, which they use to both gather the materials required to make the armor and weapons required to fight off the alien invaders and to train their troops in difficult terrain.

    Imperial Fleet

    The Imperial Fleet’s primary duty is to 1) prevent Symbiots from invading beyond Stigmata and to assist the Imperial Garrison in fighting them on Stigmata, 2) patrol known space and prevent piracy and barbarism amongst its trade routes, and 3) maintain the integrity of the jumpgates. The imperial fleet, along with the Church of Celestial Light controls the largest battle fleets amongst mankind. In addition to these military assets the imperial fleet command feifs throughout Arrakis, Hubbard and Errovus Secondus. These fiefdoms are charged with collecting the ore and the oil and refining them to allow the maintenance and deployment of their massive fleet. In addition, they also operate a shipyard on Errovus Secondus for both the repair of their current fleet and the construction of new vessels.

    Imperial Eye

    The imperial eye is domestic insurance. By spying on the various noble houses as well as the guilds and church sects the phoenix throne can be appraised of potential disturbances and betrayals before they have a chance to develop into real threats. The imperial eye is unabashed in its spying and declares that those who have nothing to hide should not be afraid. The presence of a unit of dreaded doppelganger assassins is neither confirmed nor denied. The fiefs of the imperial eye are limited to Errovus Secondus and a small genetech facility on Assimov.


    Elections are scheduled for 2308.

    Reagent to the Phoenix Throne

    Spoiler :

    Imperium Regent

    • Economic Overview:
      • Treasury: 88
      • Approximate Income: 31
      • tax rate: 20.0%
      • taxation efficiency: 7%
      • production: 228
      • trade: 27
      • Approximate Popuation: 35,101,353
    • Technology
      • Phyics/Engineering: 7 very good (advanced nuclear power, portable nuclear power)
      • Chemistry/Biotech: 6 below avarge
      • Complex Systems: 7 very good (advanced targeting and tracking systems)
    • Military Quality
      • Army: 5
      • Air: 5
      • Navy: 5
      • Space: 4
      • Maggicks: 3 (spirit, sun, law)
      • Intrigue: 4
    • Approximate Reputations:
      • Prestige: 15
      • Popularity: 3
      • Noblesse: 2
      • Piety: 2
      • Profitability: 4
      • Imperials: 4
    • Unit Groups
      • Phoenix Guard (errovus secondus) (guard Imperial reagent)
        13 companies Phoenix Guard
      • Regency Guard E2 (E2) (guard fiefs)
        8 companies Grimson Legion
      • Regency Scimitars (E2) (assist Phoenix Guard, Guard E2 or Scepter and Trident as required)
        3 squadrons stringer-class aerospace fighters
      • Scepter & Trident (Errovus Secondus) (guard E2 orbital space)
        2 Raptor-class Frigates, 2 Rabid-class destroyers, 1 White-Sky Class Cruiser, 2 Damsel-Class Dropships, 4 companies Scarabeidae
      • Regency Guard Arrakis (arrakis) (guard fiefs)
        4 companies Grimson Legion, 36 batallions infantry IV, 4 brigades Boar-class armor, 2 batteries Vengeance-class artillery, 3 squadrons stinger-class aerospace fighters
      • Regency Guard Hubbard (Hubbard) (guard fiefs)
        5 companies Grimson Legion, 33 batallions infantry IV, 3 batteries Vengeance-class artillery, 2 squadrons stinger-class aerospace fighters (based out of Imperium Garrison’s Windigo II aerospaceport)
      • Regency Guard Incellia (Incellia) "(guard fiefs)
        3 companies Grimson Legion, 21 batallions infantry IV, 2 brigades Boar-class armor, 1 batteries Vengeance-class artillery, 3 squadrons stinger-class aerospace fighters
      • Regency Royals Guild Fleet 1 (E2) (no orders)
        1 Rabid-Class Destroyer, 1 VK-II-class freighter
      • Regency Guard Clarke (Clarke) (guard fiefs)
        1 companies Grimson Legion, 3 batallions infantry IV, 18 batallions infantry II
      • Manifest Light Legion (stigmata) (guard garrison headquarters, jumpgate)
        12 companies Phoenx Guard
      • Eye in the Sky (Errovus Secondus)
        battle coordination satellite (the ‘eye in the sky’), long and short range orbit to orbit missiles, extensive optical and thermal imaging sensors, light ceramsteel armor (errovus secondus)
    • Notes
      • A few limited E2 assets require personal retraining or physical repair and replacement of damaged materials.(15-20mf should do it Spry)


    Imperium Fleet
    Spoiler :

    Imperium Fleet

    • Economic Overview:
      • Treasury: 33
      • Approximate Income: 34
      • tax rate: 20.0%
      • taxation efficiency: 10%
      • production: 185
      • trade: 7
      • Approximate Population: 25,863,974
    • Technology
      • Physics/Engineering: 7 average (polymerized, neutron-enriched ceramasteel for ship hulls)
      • Chemistry/Biotech: 7 below average
      • Complex Systems: 7 above average
    • Military Quality
      • Army: 5
      • Air: 6
      • Navy: 3
      • Space: 4
      • Maggicks: 0
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 10
      • Popularity: 3
      • Noblesse: 3
      • Piety: 4
      • Profitability: 4
      • Imperials: 5
    • Unit Groups
      • Fleet Command Guardians (errovus secondus) (guard fiefs)
        6 companies grimson legion
      • Fleet Flying Knives (E2) (assist Imperium combat groups)
        4 squadrons stinger-class aerospace fighters, 1 damsel-class dropship, 2 companies Scarabeidae
      • Heart of Man (stigmata) (guard planetary aerospace port)
        3 companies grimson legion, 42 batallions infantry IV
      • Fingers of Man (stigmata aerospace port) (guard aerospace port)
        3 squadrons stinger-class aerospace fighters, 1 squadrons dauntless-class aerospace bombers, 2 Damsel-Class dropships, 2 companies Scarabeidae
      • Grace of Man (stigmata) (guard the downed jumpgate against Symbiot)
        1 spider class battleship, 2 raptor-class frigates
      • Mercy of Man (stigmata) (guard the downed jumpgate against Symbiot)
        1 Monitor-class battleship, 1 admiral class carrier, 4 squadrons stinger-class aerospace fighters, 1 white-sky cruiser (requires 12MF in repairs to weapons systems), 1 Valant-class destroyers, 1 cricket-class frigate
      • Moon’s Sliver (stigmata) (no orders)
        3 cricket-class frigates
      • Nobility of Man (stigmata)
        1 White-Sky-class cruiser, 2 rabid-class destroyers, 1 raptor-class frigate
    • Notes
      • A few limited E2 assets require personal retraining or physical repair and replacement of damaged materials. (10mf should do it Spry)


    Imperium Garrison
    Spoiler :

    Imperium Garrison

    • Economic Overview:
      • Treasury: 21
      • Approximate Income: 41
      • tax rate: 20.0%
      • taxation efficiency: 9%
      • production: 220
      • trade: 15
      • Approximate Popuation: 3,130,404
    • Technology
      • Phyics/Engineering: 6 average
      • Chemistry/Biotech: 6 below avarge
      • Complex Systems: 6 below avarge
    • Military Quality
      • Army: 8
      • Air: 4
      • Navy: 4
      • Space: 3
      • Maggicks: 0
      • Intrigue: 3
    • Approximate Reputations:
      • Prestige: 10
      • Popularity: 4
      • Noblesse: 4
      • Piety: 4
      • Profitability: 4
      • Imperials: 6
    • Unit Groups
      • Garrison Command Guardians (errovus secondus) (guard fiefs)
        10 companies grimson legion, 5 brigades boar-class imperium tank, 4 batteries Vengeance-Class Imperium Artillery
      • Imperium Troop Transport Stigmata (no orders)
        1 VK-II-Class Freighter specially modified to carry personnel instead of freight. (life support costs 1MF/30,000 people +1 MF/jump--- max population to move per trip is 60,000)
      • Garrison Resource Guardians (Hubbard) (guard fiefs)
        5 companies grimson legion, 20 batallions infantry IV, 2 brigades boar-class imperium tank, 5 batteries Vengeance-Class Imperium Artillery
      • 2nd Imperial Garrison Legion (Stigmata) " (guard fortress, downed jumpgate)
        "
        13 companies grimson legion, 4 batallions infantry IV, 16 batteries Vengeance-Class Imperium Artillery, 3 Screaming Hog Strike-Fighters
      • 3rd Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
        6 companies grimson legion, 3 brigades boar-class imperium tank
      • 5th Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
        7 companies grimson legion, 6 brigades boar-class imperium tank
      • 6th Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
        4 companies grimson legion, 6 brigades boar-class imperium tank
      • 7th Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
        1 companies grimson legion, 2 brigades boar-class imperium tank
      • 9rd Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
        5 companies grimson legion, 4 brigades boar-class imperium tank
      • 11th Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
        6 companies grimson legion, 5 brigades boar-class imperium tank
      • Imperial Garrison Fortress: extensive heavy-gun emplacements, surface to air, surface to surface missile batteries, incendiary and high-explosive artillery batteries, extensive ferocrete bunkers, nuclear fission missile siloes (ICBMs, many smaller weapons) (all built around the downed Stigmata jumpgate, stigmata)
    • Notes
      • E2 assets repaired!
      • Hubbard fixed as well as money can fix- gonna take some time for talent to be retrained but money doesn't help with that.


    Imperium Eye
    Spoiler :

    Imperium Eye

    • Economic Overview:
      • Treasury: 26
      • Approximate Income: 25
      • tax rate: 20.0%
      • taxation efficiency: 12%
      • production: 125
      • trade: 7
      • Approximate Popuation: 262,534
    • Technology
      • Phyics/Engineering: 6 good
      • Chemistry/Biotech: 7 revolutionary
      • Complex Systems: 7 very good
    • Military Quality
      • Army: 4
      • Air: 4
      • Navy: 3
      • Space: 3
      • Maggicks: 0
      • Intrigue: 9
    • Approximate Reputations:
      • Prestige: 5
      • Popularity: 4
      • Noblesse: 4
      • Piety: 4
      • Profitability: 3
      • Imperials: 5
    • Unit Groups
      • Eye Command Guardians (errovus secondus) (guard fiefs)
        2 companies glass scalpel commandoes, 3 companies grimson legion
      • The Eye’s Hat (Assimov) (guard fiefs)
        8 companies glass scalpel commandoes, 14 companies grimson legion
      • The Eye’s Cane (Assimov) (guard planetary spaceport)
        8 squadrons stinger-class aerospace fighters
      • Operations Transport- alpha (clarke) (no orders)
        1 Bat-class Yacht
      • Operations Transport- beta (clarke) (no orders)
        1 Bat-class Yacht
      • Operations Transport- gamma (E2) (no orders)
        1 Bat-class Yacht
    • Additional Assets
      • Errovus Secondus intelligence network: extensive and well-funded network of spies, informants and ‘operatives’ (E2)
      • Clarke intelligence network: extensive and well-funded network of spies, informants and ‘operatives’ (Clarke)
      • Assimov intelligence network: extensive and well-funded network of spies, informants and ‘operatives’ (Assimov)
      • Arrakis intelligence network: extensive and well-funded network of spies, informants and ‘operatives’ (Arrakis)
      • Incillia intelligence network: extensive and well-funded network of spies, informants and ‘operatives’ (Incillia)
      • Hubbard intelligence network: extensive and well-funded network of spies, informants and ‘operatives’ (Hubbard)
      • Leagueheim intelligence network: limited and constantly harrassed by corporate counter-intelligence networks, none-the-less is well-funded- note that jump coordinates are not known and all operations are dependent upon infiltrating Guild shipping (Leagueheim)
    • Notes
      • E2 assets repaired
     
  12. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    reserved
     
  13. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376

    THE KNOWN WORLDS


    The entire universe is now limited to what is referred to as ‘the Known Worlds’.

    These compromise the nine planets of Holy Erruvus, Errovus Seconuds, Leagueheim, Stigmata, Hubbard, Assimov, Clarke, Arrakis and Incillia

    Holy Errovus


    Spoiler :
    We are children of the Diaspora, seeds spreading the Celestial Light’s truths hither and yon across this bleak cosmos; and so it is fortunate that we may still gaze longingly, across the night skies of a thousand worlds, toward the stellar madonna that nursed our species to adulthood. She may still be seen, though she too has ebbed in the manner of her celestial sisters: yellow Sol, beacon blazing all the more gloriously in her faintness.


    I can still remember the exercise that every seminary student had to undergo beneath the watchful eye and ready cane of the chartophylax. I remember myself as a lad, reciting those hoary names: Mercury, Venus, Errovus, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto. And though I was born amid the fields of Arrakis, separated from my race's cradle by unfathomable gulfs, those simple names permeate me with simultaneous longing and serenity.

    Or rather, I should amend, one name among them. The other eight planets are little known to me, save as words to be recited: orphan waifs of memory. Erovus, though: third planet from the sun, that superficially undistinguished sphere on whose meadows and fields, forests and mountains, eons past, the Celestial Light chose to smile...

    Ye who peruse this humble work, ye are a scion of that third planet, no matter what star shines upon ye now; and so I challenge thee, can ye read of the mother-sphere without shedding a single nostalgic tear? Do the ancient names, Eesunlun, Terral, Shwalan, Averlan, Altheriol, fail to tug your thoughts ever so faintly, across unimaginable gulfs of time and distance, toward that lone and flickering star?

    Take heart: For though we have been weaned and grown and matured, and finally left the ancestral nest, as all children do when they have entered adulthood, do not imagine that we have abandoned Errovus to the abyss. No, the Church has sanctified her as Holy Errovus, and if Erruvus Secundus is the regal queen of secular power, then Holy Errovus is the aged but honored matriarch overseeing the disposition of our souls.

    There are, of course, those who interpret much too literally the Church's reverence for the natal soil. These "geomancers", byblows of an Eskatonic garbling of Book 23 of the Omega Gospels, would uphold the planet itself as some sort of sentient dominion, even going so far as to pay it worship and invoke its blessing in magical formulae. This is clearly false: Do not the Omega Gospels speak of the Celestial Light's "single and supernal godhead" and warn against false idols?

    Nonetheless, no planet, not Clarke or wondrous Assimov, does the Church hold in such reverence, and so Errovus has been given over to Holy Church, the better that those who love her might preserve her beauty forever. And this task her curators have accomplished admirably: Terra has been transformed into the idyllic garden sphere of her youth. Her continents are lush with flowering shrubs and aromatic pines, her monuments have been restored and weathered against the elements, and no planet is as radiant with cathedrals praising the Pancreator's bounty.

    This is not to infer has Errovus been left entirely destitute, a revered but purposeless astronomical obelisk, in our quest for the heavens. On the contrary, over two hundred million faithful still walk close to the Celestial Light's timeless blessing. Errovus is a garden, yea, but a living garden, one complete with industrious and contented denizens happily going about their works, treading the very soil, sowing the very fields, plying the very streams that their ancestors trod, sowed and plied in the dim eras of time's beginning.

    And so naturally, as with any garden, the Church must faithfully prune the grounds, encouraging the Celestial Light's flowers to bloom while uprooting the weeds and poison toadstools, and in so doing suffer nothing to spread beyond its preordained bounds. Just as a dutiful son would never enter his mother's house with mud soiling his boots, so the Church must safeguard lest prodigal children bear to Errovus some alien sin, some occult taint from the far reaches of outer space. Thus, the Church sternly but wisely forbids all the scions of this honourable world, but the holiest from returning to Errovus, save through the vicarious auspices of winecups and melancholy songs.

    Certain agitators, ignorant of the Church's wisdom, decry this regulatory policy prohibiting homecoming. Their anger is understandable, but ultimately foolish and misdirected. They must realize that the Church's sapience on this matter exceeds their shortsighted needs. They must accept that humanity, as children of the Diaspora, needs must pay their penance in the void before returning triumphant to Errovus, not as dutiful children, but as conquering spouses. Yea, only when all is cleansed, when the race is reunited under one banner, when the Symbiots and the Kappa and the Lost Evvis and the unbelievers from all across the stars and all the other servants of the hells have been purged in celestial flame, only then may humanity return as one brotherly congregation and repopulate the seat of origin, and lift their voices to the immaculate heavens in exaltation of the Celestial Light's work.

    And so I adjure those who dissent: Turn thy tongues from ill speech, but go amid the heavens, and rest ye not until your humble star, your verdant planet of genesis is universally acknowledged as supreme in the Celestial Light's esteem, until the Kappa, the Lost, and the warlocks themselves come one and all to pay tribute amid the nurturing soil of Holy Errovus.


    Errovus Secondus:

    Spoiler :
    Though a relatively small planet, Errovus Secondus is vastly overpopulated, so much so that terraforming engines must be constantly employed to maintain a breathable atmosphere and clean seas. The planet itself is the first to have been colonized when mankind reached space and as such it contains precious few resources any longer.


    Importantly, it is the home to the imperial throne and the imperial garrison, fleet and eye all maintain a large and protective presence on this world.

    While much of the population lives at the relative cores of the various continents almost all the coasts are made up of 100s of miles of briny swamps which are constantly flooded by the rolling seas. Specific smaller continents are the sole fiefdoms of the league guild ‘the authority’ and tasked with providing food and other vital resources for the megacities of this planet. These fiefdoms are vastly undersized and under-resourced for the task and much of the food for the planet’s inhabitants is imported from off-world.

    Spoiler :

    grey is city. pale green is plains and farmland. olive is swamp.

    most icons are self-explanatory but the top left corner are orbital assets (fleet has an orbital drydock, regency and authority have orbital spaceports, regency and authority have satellites)


    Major Fiefdoms:

    Freemen Population with No Leige: Population 42,900,000
    (a note on these people: they have little money, survive largely in ghettos and are often very dangerous... occasionally a powerful warlord will rise amongst their number but they have little government or infrastructure so this tends to be a temporary affair at best)

    Noble House Query: Serf population of 12,200,000

    Noble House Klorin: Serf population of nearly 1,100,000

    Noble House of the Holy Gate: Serf population of 110,000

    Noble House Hyppean: Serf population of 400,000

    Noble House Quin: Serf population of 90,000

    Noble House Tsedeq: Serf population of 540,000

    Noble House Bossheim: Serf population of 31,000

    Noble House Thana: Serf population of 6,000

    Noble House Vanari: Serf population of 71,000

    Noble House Sanctious’Als: Serf population of 1,000

    Noble House Texier: Serf population of 630,000

    Noble House Xicier: Serf population of 41,000

    Noble House Eekin: Serf population of 180,000

    Noble House Remillard: Serf population of 41,000

    Noble House Naprous: Serf population of 19,100,000

    Guild House The Authority: Serf population 1,280,000, Freemen population 78,400

    Church Sect Orthodoxy: Serf population of 120,000, Clergymen population of 52,000

    Imperium Regent: Serf population of 6,600,000

    Imperium Garrison: Serf population of 360,000

    Imperium Fleet: Serf population of 697,000

    Imperium Eye: Serf population of 82,000

    Leagueheim

    Spoiler :

    Another smallish planet that suffers from overpopulation, Leagueheim is covered by a single city that has sprawled to cover all the landmasses. While the planet is run by the gnomes, the majority of the population is human.

    No other planet in the Empire can claim to have as many technological wonders as Leagueheim. No other planet can claim to have politics as vicious as Leagueheim, either. With several hundred guilds represented on the planet, anything can - and does - happen. Here anything that can make someone a firebird is legal and already being done. Still, discretion is the key word here. No one wants the Inquisition ruining the fun.

    Every guild in existance has a headquarters here, many are only here and nowhere else. The massive unregulated race for resources and wealth has stripped the planet of its vitality in the short time of its existance and now there are many "Pollution Zones" that dot the world - sites of abandoned factories that are too polluted to be habitable. The world suffers from severe global warming due to excessive pollution.

    Access to Leagueheim is a closely guarded secrets and only licensed guilds have the jump coordinates to reach this small dying planet.


    Stigmata

    Spoiler :

    When the evvis (ie- elves) opened the jumpgates to Stigmata after the first Symbiot invasion they unleashed a terrible evil upon the world for, in their short-sighted search for wealth and power, they open a gateway to a renewed Symbiot invasion. The symbiots managed to infect Hubbard but by then the church knew how to fight them and employing theurgy alongside the soldiers and fleets of the Emperor, managed to fight them back to the jumpgates, purge Hubbard and trap the Symbiots in Stigmata.

    But the Symbiots would not be so easily beaten. They launched a counter attack upon the orbiting jumpgate of Stigmata and very nearly broke through. Only the sacrificial deployment of 'Belial's Fire' fission weapons by the now beautified St. Cleary prevented a third invasion. Surprisingly, despite the explosion of a nuclear bomb of this scale directly in the vicinity of the jumpgate, Stigmata's jumpgate was not destroyed. It did however lose it oribital stability and was pulled from the heavens by another invasion of symbiots. The stigmata jumpgate now lies in a shallow dust-filled crater in a lifeless land of rock and darkness.

    Stigmata is home to the majority of the Imperial Garrison including the Manifest Light Legion, the 2nd, 3rd, 5th, 6th, 7th, 9th, 11th Legions, and the Scions of Zahl (a Brother Battle Legion) as well as the majority of the imperial fleet. There job is simple; they must protect the jumpgate from renewed invasion by the Symbiot hordes.

    As a result of the battles on this planet and the extensive use of Belial's Fire fission weaponry, nothing grows for 1000s of kilometers around the jumpgate and those soldiers which are sent there must constantly protect themselves from the miasma that comes from fission weapons.

    The source of Symbiots on Stigmata is a matter of debate. It is clear that they do not use the downed jumpgate to access the planet and no other jumpgate is known to exist. Some say that Stigmata itself is a breeding colony while others say that the symbiots are able to travel there using conventional space travel.

    Without stigmata, there would be no Known Worlds and it is only through the bravery of the soldiers who fight and die on this bleak and darkened planet that we live to breathe today.

    Spoiler :

    A report of symbiot hives can be found here



    Hubbard

    Spoiler :
    Hubbard is a land of harsh giant mountains with little vegetation and harsh weather. It is also a land of immense mineral wealth. Its seas, filled with iron from the ferrous shores are home to cyanobacterium and little else. Crops and livestock were originally imported from Holy Errovus as there is little in the way of indigenous flora or fauna suitable for agriculture. Because of the harsh conditions and poor soil, some species periodically fail on this planet and have to repopulated from Holy Errovus. One exception is the offig plantations of the Bossheim which are originally indigenous to Arrakis and which have done surprisingly well on Hubbard.

    It is the only planet to have been invaded by the Second Symbiot contact though it is now thought to be clean of the parasites. Unfortunately, this secondary contact has seriously damaged the infrastructure and population of the planet and most colonists have only returned here in the last 40 years.

    Hubbard's jumpgates provide access to Errovus Secondus, Arrakis, Leagueheim and Stigmata, making it a crossroads of sort.

    Spoiler :


    Major Fiefdoms:

    Noble House Klorin: Serf population of 14,000 (Klorinheim)
    Noble House Bossheim: Serf population of 9,700,000
    • Ozarow (pop 920,000)
    • Josefow (pop 520,000)
    Noble House Kilgore: Serf population of 2,700,000
    • Choyr (pop 420,000)
    • Dzuunmod (pop 270,000)
    • Öndörhaan (pop 120,000)
    Imperium Regent: Serf population of 2,200,000
    • Jeseske (pop 370,000)
    Imperium Garrison: Serf population of 1,900,000
    • Whiteknife (pop 415,000)
    • WindigoII (pop 230,000)
    • Elvis (pop 170,000)
    Imperium Fleet: Serf population of 105,000
    • Molyvet (population 45,000)

    Asimov

    Spoiler :
    Unlike most other jump-gate destinations, Assimov is not a planet orbiting a fading sun but a moon orbiting a giant gas planet, which in turn orbits the sun. This means that in addition to the normal day-light cycle of the rotating moon, Assimov is plunged into darkness for 56 days of every 412 days by the eclipse of the great gas giant it rotates. This, and other factors, have made introduction of Errovus plants and fauna much more difficult.

    Asimov is famous for its extensive jungles and rain forests teaming with strange alien life. Plant-life extends, often, for a thousand to two thousand feet into the air. Entire communities of strange monkey-like or lizard-like creatures live their whole lives in the heights without ever seeing the ground. Rainfall is frequent and plentiful as humidity rises into the atmosphere from the jungles and falls again upon the extensive foliage. Waterfalls bounce over branches and vines and fish-like species live in the height of the jungles, never seeing lakes or oceans and yet living their entire lives in the high lakes of the rainforest canopy.


    While asimov has long been known throughout the era of the Grand Republic, the moon’s atmosphere, thick in toxins and poisons and ill-suited to any colonists resisted the advances of the republic for hundreds of years. During this time, however, the Republic had not forgotten Asimov and their terraforming engines quietly continued to transform the atmosphere and the very soil.

    Now, the atmosphere and terrain continues to be difficult for colonists but some have managed to carve out a home amongst the jungle. It is the newest planet to be colonized and retains most of its exoticism; many of its plants and animals are found only here and many are very deadly. A number of guilds and houses have attempted to develop medicines and biochemistry form Asimov's plant and animal life and many have succeeded. While Assimov's terrain allows for extensive growth of wildlife, introduced species have not fared well and farming remains limited. This has severely reduced the capacity of the moon to support colonists and as such, noble houses dependent upon introduced species have not done as well as those who have embraced the alien moon and learned to farm some of the local plants or to remove the venom thereof.

    Asimov is accessible only from the jumpgate of Errovus Secondus (though in times past its jumpgate did access other worlds). Generally the world is covered in thick jungle, though there are exceptions, most notably the poles and great desert.

    Spoiler :


    Major Fiefdoms:

    Noble House Koriate: Serf population of 1,100,000
    • Keul (pop 250,000)
    Noble House Quin: Serf population of 8,200,000
    • Lan (pop 1,800,000)
    • Denari (pop 105,000)
    • Vader (pop 80,000)
    Guild House: Apothecaries: Freeman population of 22,000, Serf population of 140,000
    • The Grand Hospital (pop 38,000)
    Imperium Eye: Serf population of 200,000
    • Clar (pop 82,000)

    Clarke

    Spoiler :
    Clarke is land of cold rocky islands in the midst of constantly stormy seas. Remarkably the seas are extremely low in saline content and would largely freeze over around many of the islands if the storms did not prevent it. Despite this bleak descriptor, it is a land of remarkable resources. The seas are very suitable for major aquafarming and fisheries and the islands often hide significant ore deposits. Lastly the seafloors hide many potential oil fields.


    During the Symbiot wars the waters of Clarke were extensively infected by the body-snatchers and wars here were a brutal affair fought by specially outfitted navies and divers. Descendents of the veterans of Clarke's reclamation have much to be proud of.

    Clarke has jumpgates to Arrakis and Incillia and no direct contact to Errovus Secondus.

    Spoiler :


    Major Fiefdoms:

    Noble House Query: Serf population of 5,300,000
    • Remsvi (pop 600,000)
    • Irva (pop 720,000)
    Noble House Klorin: Serf population of 7,800,000
    • Inverness (pop 1,100,000)
    • Coatbridge (pop 530,000)
    Noble House Holy Gate: Serf population of 800,000
    • Trichur (pop 130,000)
    Noble House Tsedeq: Serf population of 11,800,000
    • Refuge (pop 1,600,000)
    • Absolution (pop 900,000)
    Noble House Eekin: Serf population of 7,100,000
    • Skövde (pop 780,000)
    • Gothenburg (pop 465,000)
    • Södertälje (pop 395,000)
    • Östhammar (pop 165,000)
    Church Sect Avestites: Clergymen population of 7,000, Serf population of 49,000
    • The Synod Amongst the Isles (pop 19,000)
    Guild House: Fishers, Freemen population of 65,000
    • Gilline (pop 8,000)
    Guild House: Prospectors, Freemen population of 12,000, Serf population of 56,000
    • Kaminax (pop 28,000)
    • Operation 122 (pop 800) (this is a moon-base)
    Imperium Regent: Serf population of 620,000
    • Carrice (pop 105,000)
    Arrakis

    Spoiler :
    The desert world of Arrakis is a dry desolate plain stretching for seemingly ever and yet it is broken and divided by a multitude of large lakes, rivers and flood plains. While the desert sands are harsh and inhospitable, areas with good water retention are extremely fertile (and indeed many of the staple crops of Errovus origin have been successfully introduced here) and can easily develop large population centers.

    While the sands hide few mineral resources, there are significant oil fields throughout the planet.

    Arrakis is accessible from Clarke, Hubbard and Errovus Secondus

    Spoiler :


    Major Fiefdoms:

    Noble House Query: Serf population of 18,200,000
    • Ryavan (pop 920,000)
    • Vysotsk (pop 720,000)
    • Rustav (pop 530,000)
    • Illasky (pop 380,000)
    • Tyrnyauz (pop 220,000)
    • Gryazi (pop 120,000)
    Noble House Koriate: Serf population of 2,300,000
    • Harkonnen (pop 210,000)
    • Corrino(pop 120,000)
    Noble House Klorin: Serf population of 5,300,000
    • Lanark (pop 480,000)
    Noble House Hyppean: Serf population of 31,200,000
    • Sussita (pop 3,600,000)
    • Ein Gev (pop 1,920,000)
    • Jannaeus (pop 1,440,000)
    • Tiberia (pop 1,100,000)
    • Raphana (pop 720,000)
    • Diolesci (pop 515,000)
    • Peletsi (pop 212,000)
    • Vaseli (pop 130,000)
    Noble House Vanari: Serf population of 12,900,000
    • Romeni (pop 1,100,000)
    • Cdit (pop 620,000)
    • Rykun (pop 105,000)
    Noble House Sanctious’Als: Serf population of 8,100,000
    • Ter’Als (pop 600,000)
    • Kwelos’Als (pop 425,000)
    • Der’Als (pop 280,000)
    Noble House Kilgore: Serf population of 1,200,000

    Noble House Xicier: Serf population of 5,600,000
    • Bejaïa (pop 670,000)
    • Damietta (pop 665,000)
    • Qena (pop 475,000)
    • Sabrata (pop 240,000)
    Church Sect: Blossom of Mercy: Clergy Population of 4,000, Freemen population of 23,000
    • Debir (pop 5,600)
    Church Sect: Orthodoxy: Clergy Population of 8,200, Serf Population of 108,000
    • Achzib (pop 41,000)
    Guild House: Farmers: 800,000 Freemen
    • Soulazon (pop 105,000)
    Imperium Fleet: Serf population of 20,100,000
    • Gataca (pop 1,970,000)
    • Cosid (population 480,000)
    • Tyrosi (pop 470,000)
    • Bemlam (pop 120,000)
    Imperium Regent: Serf Population of 15,200,000
    • Hawif (pop 590,000)
    • Lalc (pop 385,000)
    • Dacia (pop 340,000)
    • Balviu (pop 290,000)
    Incillia

    Spoiler :
    Incillia is a land of beautiful arboreal forests and long cold winters with plenty of snow. Despite this, its inhabitants do fairly well. Farming is concentrated around the equator but produces significant amounts of food for its more densely populated centers here. Away from the equator farming gives way to hunting and trapping the population density drops considerably.


    Fishing is also abundant and commercial fisheries are run near the equator while smaller scale projects are popular in colder climes.

    Mineral wealth is good though the relative youth of the planet precludes the existence of massive oil fields.

    Incillia is accessible via Errovus Secondus, Leageheim and Clarke.

    Spoiler :


    Major Fiefdoms:

    Noble House Koriate: Serf population of 19,300,000
    • Cappricidia (pop 800,000)
    • Ludenard (pop 400,000)
    • Lodos (90,000)
    • Wei (pop 85,000)
    Noble House Klorin: Serf population of 16,100,000
    • Falkirk (pop 1,800,000)
    • Inverary (pop 700,000)
    • Arbroath (pop 60,000)
    • Dornach (pop 620,000)
    Noble House Holy Gate: Serf population of 28,700,000
    • Palakkad (pop 1,200,000)
    • Palghat (pop 900,000)
    • Poona (pop 1,200,000)
    • Bezwada (pop 720,000)
    • Vasai (pop 80,000)
    • Ooty (pop 70,000)
    Noble House Thana: Serf population of 2,200,000
    • Caseri (pop 230,000)
    • Azriel (pop 70,000)
    Noble House Kilgore: Serf population of 900,000

    Noble House Remillard: Serf population of 3,300,000
    • Nouveau Jubilee (pop 220,000)
    • Neigeville(pop 180,000)
    • Rivière Blanche(pop 140,000)
    • Le Grand Moncton (pop 125,000)
    • Mont Ventgris (pop 105,000)
    • Saint Donat (pop 80,000)
    Imperium Regent: Serf population of 7,100,000
    • Tofairy (pop 2,200,000)
    • Alice (pop 1,700,000)
    Imperium Garrison: Serf population of 1,200,000
    • Courage (pop 520,000)



    Map Quick Links:








     
  14. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376

    Trade Contracts, Treaties, and Alliances


    Description

    Spoiler :
    This is simply a place to keep track of what treaties and alliances are active in this game.

    Trade Agreements
    Spoiler :

    Tsedeq Mammon Clarke-Arrakis-Hubbard Run
    1 VK-II-Class Freighter

    Dock at Prospector’s spaceport on Clarke (March), load Prospector’s metals, Tsedeq fish and aquaculture. Jump to Arrakis. Land Xicier fiefdom (June), unload metals, load textiles, Jump Hubbard, land at Bossheim fiefdom (September), unload food, textiles, load metals, Jump Arrakis, land Xicier (December), unload metals, load tea, coffee, textiles, Jump Clarke. Land Prospectors’ port (March). Refuel. Unload tea, coffee, textiles, Repeat.

    Coachmen 1st Merchant Fleet Clarke-Incellia-Leagueheim Run
    1 VK-VIII freighter, 1 OK-IV freighter

    • Clarke (Irva Querry Orbital Spaceport) (March): Unload Furs, manufactured products, some grain. Load aquaculture and fish from Tsedeq, Fishers, and Eekin, metals from Eekin.
    • Jump Incellia (use OK-IV freighter to touch-down at Cappricidia, Koriate) (June): Load grain from Holy Gate. Load Furs, Fish form Thana
    • Jump Leagueheim (dock at Reeves Orbital Spaceport) (September): Unload grain, fish, aquaculture, metals, furs. Load manufactured products.
    • Jump Incellia (use OK-IV freighter to touch-down at Cappricidia, Koriate)(December) : Load some small grain from Holy Gate. Load Furs form Thana. Unload manufactured products.
    • Repeat

    Coachmen 3rd Merchant Fleet Arrakis-E2-Assimov Run
    1 VK-II-Class Freighter

    • Arrakis (land directly at Xicier fiefdom) (June): Unload manufactured products, load Vanarii oil, ceramasteal, load Killgore oil, weapons, load Xicier textiles, tea, coffee, Hyppean grain
    • E2 (dock at Regency Orbital Spaceport) (September): Unload oil, ceramasteal, weapons, textiles, tea, coffee, grain, Load manufactured products
    • Assimov (land at Quin planetary spaceport) (December): Unload manufactured products, oil, textiles, tea, coffee. Load biological, timber
    • E2 (dock Querry fiefdom) (March): Unload oil, ceramasteal, weapons, textiles, tea, coffee, grain, Load manufactured products
    • Repeat.


    Coachmen 4th Merchant Fleet Leagueheim-Incellia-Clarke-Arrakis-E2 Run
    1 VK-II-Class Freighter

    • Jump Incellia (land Cappricidia planetary spaceport) (September): Unload some manufactured products, remaining metals, remaining oil, some textiles, load Holy Gate grain, Thana furs
    • Jump Clarke (dock Irva orbital spaceport) (December): unload some manufactured products, remaining grain, some furs, remaining textiles, Eekin metals, aquaculture, Tsedeq fish
    • Jump Arrakis (dock Hyppean planetary spaceport) (March): unload remaining manufactured products, some fish, some aquaculture, load Hyppean grain, Sanctious’Als fruit and nuts, Querry oil, Xicier textiles, coffee, tea
    • E2 (dock at Regency Orbital Spaceport) (June): Unload oil, ceramasteal, weapons, textiles, tea, coffee, grain, Load manufactured products
    • Repeat.
    Coachmen 5th Merchant Fleet E2- Arrakis- Clarke- Incellia Imperium Run
    1 VK-II-Class Freighter
    • Jump E2 (land regency orbital spaceport) (September): load manufactured products, unload food, metals, and oil
    • Jump Arrakis (dock regency Planetary spaceport) (December): load oil, food, unload manufactured products, some metals
    • Jump Clarke (dock Query orbital spaceport) (March): unload oil manufactured product, load food
    • Jump Incellia (dock Regency planetary spaceport) (June): unload oil, manufactured products, load food, metals


    Military Treaties and Alliances
    Spoiler :

    The Treaty of Safe Waters
    signatories: Vladimir Eekin, on behalf of the Imperium, Garren Grimkill, on behalf of the 'Authority' guild

    To ensure the nutritional security of the people of Errovus Secondus, the Imperium and Noble Houses hereby agree to allow 'The Authority' sole military control of the seas of Errovus Secondus. No naval vessels of any kind shall be produced or imported to Errovus Secondus by any noble house or freemen other then those who's feudal loyalty is to 'the Authority'.

    To ensure the nutritional security of the people of Errovus Secondus, the two most western continents of Errovus Secondus, and their airspace, shall remain off-limits to all but those who's feudal loyalty is to 'the Authority'.


    The Northern Arrakis Pact
    signature date: 2302
    signatories: Houses Xicier and Vanarii

    We pledge to a mutual protection pact against aggressors, to open trade between our people and to mutually develop trade with one-another. We also pledge to work together to further our technological development.

    The Naprous-Klorin Pact
    signature date: 2303-2304
    signatories: Houses Naprous and Klorin

    We pledge to a mutual protection pact and defensive alliance.


    The Bossheim-Klorin Pact
    signature date: 2304-
    signatories Houses Bossheim and Klorin

    All parties hereby swear to come to the assistance, militarily, of the other, should either be attacked on Hubbard.


    The Treaty of Keul
    signature date: 2306-
    signatories Imperial Regency, Sunset Dahlia (elves of Assimov and Oghma)


    The imperium and its noble houses shall henceforth agree not to hunt or harm the elven Houses of Assimov and Oghma known as the ‘Sunset Dahlia, nor any of its vassals.
    The imperium and its noble houses shall forgive the elven Houses of Assimov and Oghma known as the ‘Sunset Dahlia, and any of its vassals for past attacks upon the imperium or its members. Similarly, the ‘Sunset Dahlia, and its vassals shall forgive the Imperium and its members for past attacks upon its people and materials.
    The ‘Sunset Dahlia, and its vassals shall cease all predatory attacks and violent conflict with the Imperium and its noble houses.
    The Imperium shall provide direct protection of the ‘Sunset Dahlia, and its vassals against aggression by the noble houses of the known worlds as well as the Universal Church of Celestial Light or its subsidies.
    The Imperium recognizes the right of the ‘Sunset Dahlia, and its vassals to use the jump-gates to travel between the Known Worlds provided the destination planet does not contain symbiot infestation.
     
  15. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376

    Infantry, Armor and Guns, Navies, and Aircraft

    A note on unique units It costs 15 MF to design a new planet-based unique unit (space units cost 25 MF to design). Designing a new unit requires a character to spend an action.

    When designing a unit, consider what you want to design it for. Compare it to existing units of that type. What are its strengths, its weaknesses? What kind of technology forms the basis for its construction?

    You may trade or gift designs (or steel them with covert operations). A nation cannot learn/receive the design for a unique unit if it does not possess the necessary technology ranks.

    You may modify an existing unit for only 5 MF. The new unit must be in almost every way exactly like the unit it is derived from with only some minor difference. An example might be to switch out the guns on a particular tank chassis so that it goes from being an anti-vehicle, anti-fortification weapon to an anti-infantry or anti-aircraft weapon. A modified unit requires a character action to develop.


    A special thank you to The Lizard King from whom this system is stolen.

    A note on stats: Unit stats are relative to others within the same grouping. Armor 3 for a tank is different than armor 3 for a naval unit.

    Infantry
    Spoiler :

    Infantry I
    Cost: 1MF for 10 batallions
    Tech Requirements: none
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Unit Size: 2,000 Soldiers

    Relatively untrained medieval-type levies fighting with pikes and spears and other ancient era weapons

    Death Guard
    Cost: 1MF for 3 batallions
    Tech Requirements: C/B 3, CS 3
    Developed In: ???
    Developed By: House Bossheim
    Usable By: House Bossheim
    Unit Size: 2,000 Soldiers

    Dressed in their blacksteel armour, these infantry soldiers can take an almost inhuman punishment before actually dying, and despite their lack of ranged weapons, their skills in melee combat have made them feared far and wide. The Death Guard have a special equipment for high-risk battles, known simply as Marks. A Death Guard with a Mark attached will explode into a volatile fire burst upon death, and this combined with their almost inhuman endurance has given them the nickname "Pyre Zombies".

    Arakkis Desert Nomad Raider
    Cost: 1 MF for 4 batallions
    Tech Requirements: 1 C/B, 1 CS
    Developed In: times unknown
    Developed By: various Arrakis tribes
    Usable By: various Arrakis tribes
    Light Weapons: 1
    Stealth: 1 (in deserts only)
    Unit size: 2,000 mounted soldiers

    Typically armed with a mix of melee weapons, bows and the occasional heavier weapon, the Arrakis desert nomad raider typically fights from horseback, striking quickly from the depths of the desert and retreating before real resistance can form. They are masters of their lands and of its various animals and plants and use a variety of non-conventional weapons including those made from animal or plant venoms and toxins and the bituminous or oil outcrops that are often common in their lands.

    Xicier, Vanarii and Killgore can develop this design at half price.

    Infantry II
    Cost: 1MF for 3 batallions
    Tech Requirements: 1 P/E, 1 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Light Weapons: 1
    Unit size: 2,000 Soldiers

    World-war 1 era infantry division

    Infantry III
    Cost: 2MF for 3 batallions
    Tech Requirements: 2 P/E, 1 C/B, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Light Weapons: 2
    Unit size: 2,000 Soldiers

    World-war II era infantry division.

    NBC Infantry III
    Cost: 1MF for 1 batallion
    Tech Requirements: 2 P/E, 3 C/B, 2 CS
    Developed In: 2304
    Developed By: House Naprous
    Usable By: House Naprous, Vanarii, Hyppean, Quin, Thana, Regency, Garrison
    Light Weapons: 2
    Unit size: 2,000 Soldiers

    World-war II era infantry division equipped with gas masks, independent air supply, and an air-tight, radiation resistant suits (removable) as well as a variety of anti-chemical and anti-biological agents and Geiger counters. These soldiers are meant to be deployed to areas where biological or chemical attacks are highly likely or in nuclear wastelands.

    Infantry IV
    Cost: 1MF for 1 batallions
    Tech Requirements: 4 P/E, 3 C/B, 4 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: Imperium (all), Reeves, Society of Engineers, Charioteers, Xicier, Killgore
    Light Weapons: 3
    Unit size: 2,000 Soldiers

    Modern infantry.

    Houses Thana, Naprous, and Holy Gate can develop this for half-price.

    Glass Scalpel Commandoes
    Cost: 3 MF for 1 Battalion
    Tech Requirements: 3 P/E, 2 C/B, 3 CS
    Other Requirements: 3 intrigue quality
    Developed In: ???
    Developed By: ???
    Usable By: Imperium (all), House Koriate, House Querry, House Klorin, House Quin, House Tsedeq, House Sanctious’Als, House Texier, House Remillard, House Naprous
    Light Weapons: 2
    Stealth: 1
    Sensors: 1
    Unit size: 1,200 Soldiers

    Equivalent to cold-war era special forces units

    Static-Class Commandoes
    Cost: ??? for 1 battalion
    Tech Requirements: 4 P/E, 4 C/B, 5 CS
    Other Requirements: 4 intrigque quality
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: none
    Light Weapons: 4
    Stealth: 2
    Sensors: 2
    Unit size: 1,200 Soldiers

    Armed with cutting edge automatic ballistic weapons and long-range sniper weapons, the Static-class commandoes also make extensive use of electronic warfare and are adept at jamming, harassing, or intercepting enemy communications. They also make use of passive Stealth technology which though ineffective against direct visual observation is very effective against a wide-variety of electronic sensor systems.

    House Koriate can develop this design for half price.

    Rangers
    Cost: 2 MF for 1 Battalion
    Tech Requirements: 3 P/E, 3 C/B, 3 CS
    Other Requirements: 2 intrigue quality
    Developed In: 2299
    Developed By: House Quin
    Usable By: Houses Quin, Remillard, Xicier
    Light Weapons: 3
    Heavy Weapons: 1
    Stealth: 1
    Unit size: 2,000 Soldiers

    Armed with assault rifles, mortars, and submachine guns as appropriate, the Rangers specialize in combat in extreme environments. The rangers of House Remillard specialize in winter combat while those of House Quin specialize in jungle warfare. All Rangers are adept at living off the land for extensive periods, hiding themselves and in using an extensive array of booby-traps and guerilla tactics.

    Heavy Rangers
    Cost: 2 MF for 1 Battalion
    Tech Requirements: 3 P/E, 3 C/B, 3 CS
    Other Requirements: 2 intrigue quality
    Developed In: 2303
    Developed By: House Quin
    Usable By: Houses Quin
    Light Weapons: 1
    Heavy Weapons: 3
    Stealth: 1
    Unit size: 1,200 Soldiers

    Heavy rangers, like regular rangers are trained in combat in extreme environments. House Quin heavy rangers specialize in jungle warfare and have been succsfully depoyed against the native fauna of the Assimov planet. They use much heavier weapons than standard rangers including wire-guided anti-tank missiles, RPGs firing tandem-charge high explosive anti-tank warheads and of course mortars and more standard explosives, including a preference for directional mines.

    Mark Rangers
    Cost: 2 MF for 1 Battalion
    Tech Requirements: 3 P/E, 3 C/B, 3 CS
    Other Requirements: 2 intrigue quality
    Developed In: 2303
    Developed By: House Quin
    Usable By: Houses Quin
    Light Weapons: 3
    Heavy Weapons: 1
    Stealth: 1
    Unit size: 800 Soldiers

    Armed with assault rifles, mortars, and submachine guns as appropriate, the Rangers specialize in combat in extreme jungle environments. In addition to standard ranger methods, they also wear a ‘Mark’ which explodes violently with their death or when triggered. The Mark rangers are the most dedicated and loyal forces of the Quin ranger forces, willing, even eager to suicide themselves to destroy enemies of House Quin.


    Steel Fang-Class Commandoes
    Cost: ??? for 1 Battalion
    Tech Requirements: 5 P/E, 4 C/B, 4 CS
    Developed In: times unknown
    Developed By: ???
    Usable By: none
    Light Weapons: 4
    Armor: 3
    Unit size: 1,200 Soldiers

    Armed with excellent assault rifles and explosives, the Steel Fangs are better known for their light though very protective armor which is composed of non-Newtonian fluids.

    House Hyppean can develop this design for half price.

    Grafted Legion
    Cost: ??? for 1 company
    Tech Requirements: 4 P/E, 7 C/B, 5 CS
    Developed In: ages unknown
    Developed By: ???
    Usable By: None
    Light Weapons: 5
    Armor: 1
    Stealth: 1
    Unit size: 480 Soldiers

    These are suits of armor that meld with their users over a period of 3 months. Once bonded to the user, they begin rewriting their genetic code, greatly increasing their strength, speed, and reflexes. The users also lose much control over their fight response and are both difficult to control, and extremely unlikely to flee from combat.

    The Grafted are not well liked by the peasantry or the Church.

    House Klorin can develop this design for half price.

    Marauder Legion
    Cost: 5 MF for 1 Company
    Tech Requirements: 4 P/E, 5 C/B, 4 CS
    Developed In: 2262
    Developed By: Imperium Garrison
    Usable By: Imperium (all), Reeves, SoE
    Light Weapons: 5
    Heavy Weapons: 1
    Armor: 3
    Unit size: 120 Soldiers

    A pre-cursor to the modern grimson Legion, the marauder Legion is not in extensive use today- its heavy metal polymer armor not providing protection equivalent to the grimson’s ceramasteel. The marauder Legion is armed with automatic assault rifles comparable to the Grimson but does not carry the latter’s characteristic flame-weapons. They do however, make extensive use of standard combat drugs.

    These units can stay in space for about 30 minutes though they cannot propel or orient themselves independently.

    Houses Query and Holy Gate can develop this design for half price.

    Marauder-Drop Legion
    Cost: 6 MF for 1 Company
    Tech Requirements: 4 P/E, 5 C/B, 4 CS
    Developed In: 2262
    Developed By: Imperium Garrison
    Usable By: Imperium (all), Reeves, SoE
    Light Weapons: 4
    Heavy Weapons: 2
    Armor: 2
    Atmospheric Maneuverability: 1
    Unit size: 120 Soldiers

    A pre-cursor to the modern Scarabeidae Legion, the marauder drop Legion makes use of retractable wings and jet power but is unable to attain true-flight, instead gliding extensively. Their armor is lighter than the marauder and their armaments are also lighter (although they carry air-to-surface rocket batteries the marauder does not) to allow longer glide-times and better aerial maneuverability.

    These units can stay in space for about 30 minutes and can orient and propel themselves only slightly.

    House Kilgore can design this unit for half price.

    Grimson Legion
    Cost: 6 MF for 1 Company
    Tech Requirements: 5 P/E, 5 C/B, 5 CS
    Developed In: 2287
    Developed By: Imperium Garrison
    Usable By: Imperium (all)
    Light Weapons: 6
    Heavy Weapons: 2
    Armor: 4
    Unit size: 120 Soldiers

    Ceramasteel armor, automatic ballistic weapons, flame weapons, combat drugs. These form the core of most ultra-modern imperial infantry units.

    These units can stay in space for about 50 minutes though they cannot propel or orient themselves independently.


    House Eekin can design this unit for half price.

    Burnt Angels Legion
    Cost: ??? for 1 Company
    Tech Requirements: 3 P/E, 5 C/B, 5 CS
    Other Requirements: 2 maggicks quality
    Developed In: ???
    Developed By: Sanctious’Als (in ages past)
    Usable By: None
    Light Weapons: 5
    Armor: 3
    Atmospheric Maneuverability: 1
    Unit size: 120 Soldiers

    Thermaceram armor, incendiary weapons, communications computers, drop-ship training, retractable glider wings and small jets… and thaumaturgy support. In ages past these were the elite units of the ‘Als, when they were called ‘Scorchers’. The Burnt are not capable of true flight like the Scarabeidae but can control their descent and glide with significant control and grace. The Burnt angels are elite shock troops and trained to close quickly, often flanking from altiptude and turn their super-thermal weapons on enemies at close range.

    These units can stay in space for about 30 minutes and have some minor propulsion and orientation capacity.

    Burnt angels also make use of some thaumaturgy support, providing protection and the blessing of the Celestial Light to the soldiers prior to battle.

    The Sanctious’Als can design this unit for half price.

    Brothers Battle Celestial Wrath Legion
    Cost: ???
    Tech Requirements: 5 P/E, 5 C/B, 5 CS
    Other Requirements: 4 maggicks quality
    Developed In: ???
    Developed By: Brothers Battle
    Usable By: Brothers Battle
    Light Weapons: 6
    Heavy Weapons: 1
    Armor: 4
    Unit size: 120 Soldiers

    Ceramasteel armor, automatic ballistic weapons, flame weapons, and thaumaturgy support. Appearing much like the modern grimson Legion and with a penchant for flame weapons, the Brothers Battle Celestial Wrath also invoke specialized combat-thaumaturgists that can disrupt the ‘link’ between symbiot cells, throwing them into massive confusion and disarray, often allowing those brothers armed with slug-guns and flamers to do their work against an enemy that might otherwise be impervious.

    These units can stay in space for about 30 minutes though they cannot propel or orient themselves independently.

    Scarabeidae- Legion
    Cost: 7 MF for 1 Company
    Tech Requirements: 5 P/E, 5 C/B, 5 CS
    Developed In: 2289
    Developed By: Imperium Fleet
    Usable By: Imperium Garrison, Eye, Fleet and Regency
    Light Weapons: 4
    Heavy Weapons: 3
    Armor: 3
    Atmospheric Maneuverability: 2
    Celestial Maneuverability: 1
    Unit size: 120 Soldiers

    Much like the Grimson Legions, the Scarabeidae utilize ceramasteel armor, automatic ballistic weapons and combat drugs. Their armor is lighter however and they do not make use of flame weapons; instead they relly on jet-powered flight directed through retractable wings. They also carry small guided air-to-surface missiles.

    These units can stay in space for about 60 minutes and can propel themselves somewhat well.

    Patriarchal Legion Mark Two
    Cost: 7 MF for 1 Company
    Tech Requirements: 5 P/E, 5 C/B, 6 CS
    Developed In: 2299
    Developed By: Orthodoxy
    Usable By: Orthodoxy
    Light Weapons: 5
    Heavy Weapons: 2
    Armor: 5
    Unit size: 120 Soldiers

    The Patriarchal legions are to the Church what the Grimson is to the Imperium, an elite force of highly-trained and sophisticatedly equip soldiers who can hold the line against the vast majority of forces.

    They wear ceramasteal armor, use automatic ballistic weapons and flame guns, and make use of extensive tactical and strategic integration and are thus more effective when supported by orbital, aerial or planetary forces with strong sensors. They can stay in space for up to 30 minutes and can even propel themselves to a limited degree.


    Tearless Penitent Legion
    Cost: 11 MF for 1 Company
    Tech Requirements: 5 P/E, 6 C/B, 5 CS
    Other Requirements: 5 maggicks quality
    Developed In: 2302
    Developed By: Penitential Order of the Holy Flame
    Usable By: Penitential Order of the Holy Flame
    Light Weapons: 6
    Heavy Weapons: 1
    Armor: 3
    Spellcraft: 2
    Mana: Mind, Fire
    Unit size: 120 Soldiers

    The elite soldiery of the Penitential Order of the Holy Flame, they wear reinforced thermaceram armor, are equipped with superior thermobaric incendiary weapons, and possess significant maggickal talent in the realms of both mind and fire. Their armor though heavy, focuses on fire and heat protection.

    The Tearless often undertake suicidal missions and fight completely without concern for their safety or life, wishing only to die in the service of the Penitential Order so that their souls might be saved from some past transgression they wear like a stain.

    If Tearless are deployed to the battlefield, its going to end up a scorched plain of ash.

    Phoenix Guard
    Cost: 12MF for 1 Company
    Tech Requirements: 6 P/E, 7 C/B, 7 CS
    Developed In: 2299
    Developed By: Imperium Regency
    Usable By: Imperium Regency
    Light Weapons: 8
    Heavy Weapons: 4
    Armor: 6
    Unit size: 120 Soldiers

    Battery-powered ceramasteel armor with direct neuronal interface and muscle augmentation, cybernetics-guided automatic ballistic weapons and guided-missile mini-batteries, integrated intra-divisional and satellite communications and battle computers, combat trance training.

    Outwardly these appear like Grimson Legion but their faster-then thought reflexes and incredible strength quickly remedy any misconceptions. The Phoenix guard are the imperial reagent’s ultimate guardians and ultimate weapons.

    These units can stay in space for about 60 minutes but have very limited capacity to propel or orient themselves.



    Thaumaturgists
    Spoiler :


    Charoum
    Cost: 4MF for 1 nine-to-twelve person coven
    Tech Requirements: 1 P/E, 1 C/B, 2 CS
    Other Requirements: 2 maggicks quality
    Developed In: ???
    Developed By: Tsedeq
    Usable By: Tsedeq
    Spellcraft: 1
    Mana: Air

    The Charoum are said to invoke the Saints of the Orthodoxy but are a very private group and their incantations and invocations are not shared with any. The Charoum can invoke the mana that flows through planets, shaping it to manipulate the wind, storms, and lightning. Their spellcraft is limited to fairly minor effects (levitate 1 unit for a day or so).

    Asb'el
    Cost: 5MF for 1 nine-to-twelve person coven
    Tech Requirements: 1 P/E, 1 C/B, 2 CS
    Other Requirements: 2 maggicks quality
    Developed In: ???
    Developed By: Bossheim
    Usable By: Bossheim
    Spellcraft: 1
    Mana: Earth and Fire

    Openly heretic, the Asb'el worship and invoke the craft of the dark fire that lies beneath. Their actions, when public, will surely displease the chuch and bring their wrath upon the house who uses them. The Asb'el can invoke the mana that flows through planets, shaping it to manipulate the earth, rock, flames, and heat. Their spellcraft is limited to fairly minor effects (shape earth into a great wall for a day or so).


    Long Night Druids
    Cost: 6MF for 1 nine-to-twelve person coven
    Tech Requirements: 1 P/E, 1 C/B, 2 CS
    Other Requirements: 2 maggicks quality
    Developed In: 2306
    Developed By: Quin
    Usable By: Quin
    Sensors: 1
    Stealth: 2
    Spellcraft: 1
    Mana: Nature and Spirit

    Trained by experienced Quin Rangers in the way of the wilds, these men and women are accomplished in manipulating the rich mana of Assimov’s jungles and in manipulating the base emotions and drives of its fauna. The Druids are not associated with any church sect or saint and it remains to be seen whether their maggicks are considered heresy or not.


    Armored Vehicles
    Spoiler :


    Light Armor
    Cost: 2 MF for 1 Brigade
    Tech Requirements: 2 P/E, 2 C/B, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Heavy Weapons: 1
    Light Weapons: 2
    Armor: 1
    Speed: 2
    Unit size: 30 units

    World-war II-era light tanks.

    Medium Armor
    Cost: 3 MF for 1 Brigade
    Tech Requirements: 2 P/E, 2 C/B, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Heavy Weapons: 2
    Light Weapons: 1
    Armor: 2
    Speed: 2
    Unit Size: 30 units

    World-war II-era medium tanks.

    Heavy Armor
    Cost: 3 MF for 1 Brigade
    Tech Requirements: 2 P/E, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Heavy Weapons: 3
    Light Weapons: 1
    Armor: 3
    Speed: 1
    Unit Size: 30 units

    World-war II-era heavy tanks.

    Boar-Class Imperium Tank
    Cost: 9 MF for 1 Brigade
    Tech Requirements: 5 P/E, 4 C/B, 5 CS
    Developed In: 2289
    Developed By: Imperium Garrison
    Usable By: Imperium Garrison, Regency, Fleet and Eye
    Heavy Weapons: 5
    Light Weapons: 2
    Armor: 6
    Speed: 5
    Sensors: 2
    Unit Size: 30 units

    Ceramasteel armor, 125mm gun firing armor-piercing shells for hardened targets or high-explosive fragmentation shells for softer targets. Capacity for 36hrs of independent recycled air for operation under toxic conditions.


    Authority Reapers
    Cost: 10 MF for 1 Brigade
    Tech Requirements: 5 P/E, 5 C/B, 5 CS
    Developed In: 2286
    Developed By: Society of Engineers
    Usable By: Society of Engineers, Authority
    Heavy Weapons: 2
    Light Weapons: 5
    Armor: 5
    Speed: 5
    Sensors: 2
    Unit Size: 30 units

    Ceramasteel armor, two 30mm revolving cannons with rates of fire of 10,000 rounds per minute. Cuts wide swathes through lightly armored or unarmored infantry. Capacity for 24hrs of independent recycled air for operation under toxic conditions.

    House Illborne can design these for half price.


    Aries-Class Medium Tank
    Cost: ??? for 1 Brigade
    Tech Requirements: 5 P/E, 6 C/B, 5 CS
    Developed In: Grand Republic
    Developed By: Aries Corp.
    Usable By: None
    Heavy Weapons: 6
    Light Weapons: 3
    Armor: 8
    Speed: 6
    Sensors: 3
    Unit Size: 30 units

    A remnant of the grand republic, these weapons were developed by the Aries Corporation (when it still existed) and were deployed across many worlds where their excellent balance of maneuverability, offensive power and armor made them a favorite of many private and government armies. The Aries is armored in specially designed honeycomb ceramasteel embedded with polyferrous, a type of plastic metal. The guns are mounted on gyroscope stabilizers and linked to ‘spotting’ laser systems that will track targets in real-time and assist in target acquisition and guidance of anti-vehicle missiles. Typically the Aries-class is mounted with a single large 105mm gun capable of firing armor-piercing fin-stabilized shells, guided missiles or high-explosive shells for soft targets.

    House Vanari can develop this design for half price.


    Vanari Desert Raptor- Infantry Fighting Vehicles
    Cost: 3 MF for 1 Brigade
    Tech Requirements: 4 P/E, 4 C/B, 4 CS
    Developed In: 2305
    Developed By: Vanari
    Usable By: Vanari, Quin, Killgore, Query, Xicier
    Heavy Weapons: 2
    Light Weapons: 2
    Armor: 5
    Speed: 5
    Sensors: 1
    Unit Size: 80 units

    Ceramasteel armor, 40mm auto-cannon, 7.62mm machine guns, and capacity for 6 ‘Screaming Prophet’ anti-tank missile, these vehicles can each transport up to 25 infantrymen and almost, but not quite, keep pace with the Vanari “Aries” class tanks.


    Vengeance-Class Imperium Artillery
    Cost: 7 MF for 1 Battery
    Tech Requirements: 5 P/E, 4 C/B, 5 CS
    Developed In: 2291
    Developed By: Imperium Garrison
    Usable By: Imperium Garrison, Regency, Fleet and Eye
    Heavy Weapons: 6
    Light Weapons: 4
    Armor: 2
    Speed: 4
    Sensors: 1
    Unit Size: 30 units

    Self-propelled tracked vehicle operates under its own power. Light ceramasteel armor. A long gun with range of 22km particularly notable for a very high rate of fire; in burst mode it can fire three rounds in 9 seconds, ten rounds in 56 seconds, and can fire between 10 and 13 rounds per minute continuously, depending on barrel heating. A forward observer or targeting satellite will greatly increase accuracy of fire.


    Surface to Orbit Weapons
    Spoiler :

    Remillard Espoir d’Hiver
    Cost: 15 MF for 1 Brigade
    Tech Requirements: 7 P/E, 5 C/B, 4 CS
    Developed In: 2306
    Developed By: Remillard
    Usable By: Remillard
    Heavy Weapons: 6 (celestial), 4 (aerial)
    Light Weapons: 4 (aerial)
    Armor: 1
    Speed: 3
    Sensors: 1
    Unit Size: 4 units

    Based heavily on Remillard rho-tech, these massive vehicles actually hover and float over snow, water or fields without leaving a trace and use the same technology to fire a kinetic missile into orbit at relativistic speeds. While the tracking and targeting systems of these units are rather crude relative to the guns themselves, they are more then capable of targeting larger ships or ships not expecting to be fired upon. The sheer speed and force of the gun ensures that a slug from one of these units can easily penetrate most current ship’s armor and indeed, fire from one of these relatively cheap units can destroy or render inoperable exceedingly expensive capital-class ships.

    Against more conventional aerial targets, the Espoir also carries a number of anti-aircraft surface to air missile systems.


     
  16. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376

    Infantry, Armor and Guns, Navies, and Aircraft (continued)

    Navies
    Spoiler :


    Destroyer
    Cost: 2 MF for 1 ship
    Tech Requirements: 2 P/E, 2 C/B, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Heavy Weapons: 2
    Light Weapons: 2
    Armor: 2
    Speed: 4
    Sensors: 1

    World-war II-era destroyer

    Authority Terrier-Class Destroyer
    Cost: 4MF for 1 ship
    Tech Requirements: 4 P/E, 4 C/B, 4 CS
    Developed In: 2297
    Developed By: SoE
    Usable By: SoE, The Authority, Tsedeq, Query
    Heavy Weapons: 5
    Light Weapons: 3
    Armor: 4
    Speed: 6
    Sensors: 2

    The core of ‘The Authority’ fleet, the terrier-class destroyer, patrols the waters of Errovus Secondus ensuring the agricultural rich-fiefdoms of the guild are not trespassed upon. They are excellent mine-layers and sweepers.

    Submarine
    Cost: 2 MF for 1 ship
    Tech Requirements: 2 P/E, 2 C/B, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Heavy Weapons: 3
    Speed: 2
    Stealth: 1

    World-war II-era submarine.

    Cruiser
    Cost: 3 MF for 1 ship
    Tech Requirements: 2 P/E, 2 C/B, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Heavy Weapons: 3
    Armor: 3
    Speed: 3

    World-war II-era cruiser

    Battleship
    Cost: 4 MF for 1 ship
    Tech Requirements: 2 P/E, 2 C/B, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Heavy Weapons: 4
    Light Weapons: 1
    Armor: 4
    Speed: 2

    World-war II-era battleship

    Aircraft Carrier
    Cost: 4 MF for 1 ship
    Tech Requirements: 3 P/E, 2 C/B, 3 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Heavy Weapons: 1
    Armor: 2
    Speed: 2

    World-war II-era aircraft carrier. It can carry 2 fighter squadrons.

    Sea-Wasp Helicopter Carrier
    Cost: 7 MF for 1 ship
    Tech Requirements: 4 P/E, 4 C/B, 5 CS
    Developed In: 2301
    Developed By: Authority
    Usable By: none
    Heavy Weapons: 3
    Light Weapons: 2
    Armor: 3
    Speed: 5
    Sensors: 2


    The Sea-wasp is an amphibious attack support vehicle. It can carry up to four helicopter or VTOL aircraft squadrons, up to 2000 infantry, and up to two armor brigades. The Sea-Wasp can also carry 1 brigade of air-cushion landing craft, and 2 brigades Kelter-Class amphibious assault vehicles. It also has remaining tonnage to carry whatever equipment might be necessary. Within the ship, an internal monorail is used to shift cargo from the cargo holds to the well deck.

    The Sea-wasp have an internal hospital with 600 beds and 8 operating rooms.

    They are armed with 8 self-guided missile surface-to-surface launch systems, 6 homing infrared anti-air missile barrage systems, four heavy chain guns and fifty smaller machine guns. They also possess a full armament of torpedo decoys, chaff buoys, missile decoys and an advanced electronic warfare suite. For search and rescue or merely for protecting against incoming air or submarines, they possess air, surface and depth radar/sonar.

    Tsedeq can design for half cost.

    Pop-pit Air-Cushion Landing Craft
    Cost: 2 MF for 1 brigade
    Tech Requirements: 4 P/E, 3 C/B, 4 CS
    Developed In: 2301
    Developed By: Authority
    Usable By: none
    Heavy Weapons: 0
    Light Weapons: 1
    Armor: 0
    Speed: 1 (land, relatively smooth surfaces only), 2 (water)
    Unit Size: 30 ships


    Meant to get soldiers and vehicles from ship to shore or beach to beach, the Pop-pit are each capable of carrying up to 50 soldiers or 1 heavy armored vehicle (a reaper?). They are armed with two medium-sized machine guns but remain relatively unarmored, relying instead on their mother-ship or soldiery to protect them.

    Though more hampered by rough seas than the Kelter-class, the Pop-pit is able to breach a much wider range of beaches and swampland.

    Tsedeq can design for half cost.


    Kelter-Class Amphibious Assault Vehicle
    Cost: 2 MF for 1 Brigade
    Tech Requirements: 4 P/E, 4 C/B, 4 CS
    Developed In: 2300
    Developed By: Authority
    Usable By: none
    Heavy Weapons: 0
    Light Weapons: 2
    Armor: 2
    Speed: 2 (land) 2 (water)
    Unit Size: 50 units


    A fully tracked amphibious landing vehicle, the Kelter can each deliver up to 40 soldiers from ship to shore or beach to beach. Though not as versatile as the Pop-it, they have the advantage of being armored and being relatively resistant to most small arms fire. They are ideal for assisting soldiers in establishing a beachhead wherever needed. They are also armed with two rotary machine guns

    Tsedeq can design for half cost.

    Aircraft
    Spoiler :


    Fighters
    Cost: 2 MF for 1 squadron
    Tech Requirements: 2 P/E, 2 C/B, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Light Weapons: 2
    Heavy Weapons: 1
    Atmospheric Mobility: 2
    Range: 600km

    World-war II-era fighters


    Bomber
    Cost: 3 MF for 1 squadron
    Tech Requirements: 2 P/E, 2 C/B, 2 CS
    Developed In: n/a
    Developed By: n/a
    Usable By: all
    Heavy Weapons: 3
    Atmospheric Mobility: 1
    Range: 1100km

    World-war II-era bombers


    Imperial Garrison Screaming Hog
    Cost: 4 MF for 1 squadron
    Tech Requirements: 6 P/E, 5 C/B, 6 CS
    Developed In: 2305
    Developed By: Society of Engineers
    Usable By: Society of Engineers, Imperial Garrison
    Light Weapons: 6
    Heavy Weapons: 2
    Armor: 2
    Atmospheric Mobility: 4
    Stealth: 0
    Sensors: 1
    Range: 2600km

    A multi-role strike-fighter designed for use against the Symbiots, the Hog favors lighter ceramasteel armor and armaments over speed, though it effectively outmaneuver and out-flies any existing atmospheric-only aircraft available to the Imperium. Its weapons systems are designed to destroy a wide number of more lightly armored targets using fragmentary and incendiary weapons at long or short range. Due to its modular design and excellent engineering it is a very reliable vehicle costing relatively few firebirds to produce.

    The Hog relies almost purely upon its heavy armament of highly-miniaturized missiles and has only two 30mm cannons capable of firing 45,000 high-explosive fragmentary or incendiary rounds per minute. The Hog’s entire cannon ammunition can therefore be emptied in less 40 seconds. Its primary armament are its one-hundred and four state-of-the art miniature missiles. These are each approximately 30cm long and 2cm wide, laser-guided after target lock or capable of infrared and ‘profile-hunt’ self-guidance, and capable of delivering a fragmentary or thermobaric warhead at beyond visual-horizon ranges.

    For ground strikes, the Hogs are armed with 12 medium sized missiles each capable of delivering 144 cluster fragmentary or thermobaric bomblets.





    Obese Sparrow-class Transport Helicopter
    Cost: 3MF for 1 twelve gunship squadron
    Tech Requirements: 5 P/E, 3 C/B, 4 CS
    Developed In: 2301
    Developed By: Muster
    Usable By: Muster
    Light Weapons: 1
    Heavy Weapons: 0
    Armor: 1
    Atmospheric Mobility: 1
    Sensors: 1
    Range: 670km


    These are transport helicopters designed for all-weather, day or night assault transport of combat troops and movement of supplies and equipment. In addition to its two door-mounted machine guns and light ceramasteal armor, its massive engines can lift up to 16,000 kg of weight and has room for 35 troops.

    Tsedeq can design for half cost.


    Valkyrie-Class Gunships
    Cost: 4MF for 1 twelve gunship squadron
    Tech Requirements: 3 P/E, 2 C/B. 3 CS
    Developed In: 2278
    Developed By: Imperium Garrison
    Usable By: Imperium (all), Hyppean, SoE, League
    Light Weapons: 3
    Heavy Weapons: 1
    Atmospheric Mobility: 4
    Sensors: 1
    Range: 420km

    Vietnam-war era gunship with 2 multi-barrel miniguns in a rotating turret, 2 batteries of 19 unguided rockets

    Winter-Class Gunships
    Cost: ??? for a twelve gunship squadron
    Tech Requirements: 5 P/E, 4 C/B. 5 CS
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: none
    Light Weapons: 4
    Heavy Weapons: 3
    Atmospheric Mobility: 4
    Sensors: 2
    Stealth: 3
    Range: 800km

    A Grand-Republic era gunship making extensive use of passive Stealth technology, these gunships possess a single nose-mounted chain gun, 70 miniature air-to-ground unguided rockets and four air to ground/air high-explosive guided missiles.

    House Koriate can develop this design for half price.






    Spacecraft


    Ships in the falling heavens universe represent a considerable investment of funds, research and manpower. The technology and tools needed for their construction is limited to the imperium, the orthodoxy, and to the Society of Engineers guild. Even then, most of the ships employed throughout the known worlds are usually ancient but beautifully maintained relics of the Grand Republic.

    Those ships newly built since the fall of the Grand Republic are considerably bulkier in design, slower and more inefficient. Other limitations to newer ships are landing capacity (many ships are constructed in orbit and do not deal well with gravity or atmosphere and especially any kind of rapid descent through gravity and atmosphere). The other limitation to ship construction is the jump-engine. The construction and the operation of the jump-engine is a closely guarded secret of those able to produce this device. Little is known about its construction beyond the requirement for ‘singularity’, a gem-like component nearly-magical in its secrecy and mystery.

    A note on unique units It costs 25 MF to design a new space-based unique unit (planetary units costs 15 MF to design). Designing a new unit requires a character to spend an action.

    Personnel Transport
    Spoiler :

    Republic Frog-class Yacht
    Cost: 22 MF for 1 ship
    Tech Requirements: 6 P/E, 4 C/S, 4 CS
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: imperial fleet, society of engineers, orthodoxy
    Weapons: 0
    Armor: 0
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 2
    Sensors: 0
    Stealth: 0
    Jump: Yes
    Land: Water and Land

    The frog was a favorite of the Grand Republic and its easy design and relative low budgetary and resource requirement ensure that it remains a favorite today. They are 12-man shuttles with land and water landing capacity and jump-engine jump capacity. Their relative poor maneuverability and lack of real weapons or armor are of no consideration as they are not designed for combat.

    Republic Bat-class Yacht
    Cost: ???
    Tech Requirements: 6 P/E, 7 C/S, 7 CS
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: none
    Weapons: 0
    Armor:0
    Celestial Maneuverability: 5
    Atmospheric Maneuverability: 4
    Sensors: 2
    Stealth: 5
    Jump: Yes
    Land: No capacity to land outside spaceports

    Though generally similar in design and application to the more common frog-class yacht, the bat is unable to land whatsoever but boasts much greater maneuverability and the capacity for stealth, the P/E of which remain unexplained by modern shipwrights.

    Imperium Damselfly-class Dropship
    Cost: 15 MF for 1 ship
    Tech Requirements: 5 P/E, 5 C/S, 5 CS
    Developed In: 2277
    Developed By: Imperium
    Usable By: imperium
    Weapons: 1
    Armor: 2
    Celestial Maneuverability: 1
    Atmospheric Maneuverability: 3
    Sensors: 0
    Stealth: 0
    Jump: No
    Land: Water and Land

    The quintessential troop transport vehicle, this spacecraft has a very limited range but that’s not what its built for. Its built to deliver up to 120 elite infantry (depending on infantry armor configuration) to the heart of an engagement (taking place on planetary surface), usually under heavy fire, from an orbital ship. They have fairly good maneuverability in atmosphere but almost none in space. They boast heavy ceramasteal armor and usually twin side-mounted rotary machine guns. They are land and sea landing capable though often they just need to enter atmosphere and open their doors to deploy flight or glide-capable infantry.

    A dropship can be loaded on most frieighters, destroyers, cruisers and battleships for jumping from one gate to another but cannot be loaded on a frigate.

    Imperium ‘Beatle’-class personnel transport
    Cost: 32 MF
    Tech Requirements: 7 P/E, 6 C/S, 6 CS
    Developed In: 2306
    Developed By: Imperium Fleet
    Usable By: Imperium fleet, garrison, eye and regecny
    Weapons: 1
    Armor: 2
    Celestial Maneuverability: 3
    Atmospheric Maneuverability: 2
    Sensors: 1
    Jump: Yes
    Land: Land only (special)

    The Beetle is the Imperium’s answer to getting soldiers where they need to go, while retaining some capacity for combat. It large transport bays boast life-support and capacity to carry and sustain up to 5000 infantry with comparative ease though it can also reduce this number and carry some limited heavy vehicles. It ‘leg-like’ landing system allows it to land on nearly any surface no matter how uneven; it can even perch on 60° slopes.

    The ship’s hull is actually composed of a new breed of polymerized, neutron-enriched ceramasteel developed recently by the Imperium fleet that provides much greater protection while retaining a more reasonable price-tag. Its weapons systems are mostly aft-oriented and consists of 2 forward-facing rotary gun batteries and a small complement of under-wing ship-to-ship missiles.


    Freighters
    Spoiler :

    League VKIP-IV-Class “Vee-Kip” Freighters
    Cost: 35 MF
    Tech Requirements: 6 P/E, 5 C/S, 5 CS
    Developed In: 2304
    Developed By: SOE
    Usable By: society of engineers
    Weapons: 0
    Armor: 1
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 1
    Sensors: 0
    Stealth: 0
    Jump: Yes
    Land: Land only

    The VKIP-IV answers the call for a generalist freighter capable of moving both large numbers of people and freight. It sacrifices the capacity to move large numbers of both and focuses on limited life-support systems (capable of transporting 12,000 people) and more limited freight capacity (21,000 metric tons deadweight).

    The vee-kip can land on any nearly perfectly level planetary surface of sufficient density including the landing pads of most major fiefdoms and cities.


    League VK-II-Class Freighters
    Cost: 42 MF
    Tech Requirements: 6 P/E, 5 C/S, 4 CS
    Developed In: 2216
    Developed By: SOE
    Usable By: society of engineers, imperium, orthodoxy
    Weapons: 0
    Armor: 1
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 1
    Sensors: 0
    Stealth: 0
    Jump: Yes
    Land: Land only

    The VK-II -class freighter is a favorite across known space, its versatility and durability making it a common site at jumpgates everywhere. The VK-II-class freighter has a capacity of 80,000 metric tons of deadweight (approximately equal to some of the small to medium sized oil tankers of today). What makes them valuable is their capacity to land on any nearly perfectly level planetary surface of sufficient density including the landing pads of most major fiefdoms and cities. It is only lightly armored with a meters of hardened molybium and chromium matured steel and usually not armed.


    League IP-III-Class Freighter
    Cost: 51 MF
    Tech Requirements: 6 P/E, 5 C/S, 5 CS
    Developed In: 2301
    Developed By: SOE
    Usable By: society of engineers, coachmen, reeves
    Weapons: 0
    Armor: 1
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 1
    Sensors: 0
    Stealth: 0
    Jump: Yes
    Land: Land only

    Based loosely on the designs of the VK-II-class freighter, the IP-III class responds to a growing demand to move not only large numbers of soldiers from world to world but colonists as well.

    The IP-III has a capacity for 50,000 people and due to dedicated life-support engines does not require additional investment in air quality, temperature control or other factors that the VK-II did when used to move people. No doubt the IP-III will become the workhorse of large-scale personnel transport.

    The IP-III can, like the VK-II, land on any nearly perfectly level planetary surface of sufficient density including the landing pads of most major fiefdoms and cities, though loading and unloading is much faster at a spaceport obviously.


    League OK-IV-Class Freighters
    Cost: 29 MF
    Tech Requirements: 5 P/E, 5 C/S, 4 CS
    Developed In: 2256
    Developed By: SOE
    Usable By: society of engineers, imperium, orthodoxy
    Weapons: 0
    Armor: 1
    Celestial Maneuverability: 1
    Atmospheric Maneuverability: 2
    Sensors: 0
    Stealth: 0
    Jump: No
    Land: Land only

    The OKIV-class freighter is a much smaller ship then the OKIV-class with a maximum capacity for only 25,000 metric tons of deadweight. Unlike its larger cousin, it is not jump-engine equipped and so its role is not inter-system transport but rather transport within a system. The OKIV is specialized for efficient atmospheric escape and re-entry and is the ship of choice for moving cargo from one site on planet to another, otherwise inaccessible site. It is also a favorite for ferrying goods from planet to orbiting platforms or larger ships (such as VK-VIIII) unable to enter atmosphere.

    League VK-VIII-Class Freighters
    Cost: ???
    Tech Requirements: 6 P/E, 5 C/S, 5 CS
    Developed In: 2291
    Developed By: SOE
    Usable By: society of engineers
    Weapons: 0
    Armor: 2
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 0
    Sensors: 0
    Stealth: 0
    Jump: Yes
    Land: Orbiting spaceport only

    The VK-VIII-class freighter has a capacity of 600,000 metric tons of deadweight which makes it a giant transport ship capable of moving significant volume in a single trip. It is much too large to not collapse under its own weight should it enter atmosphere so it needs to be loaded and unloaded at planetary spaceports. It is only lightly armored with a meters of hardened molybium and chromium matured steel and usually not armed.

    RKV
    Cost: 89 MF
    Tech Requirements: 6 P/E, 5 C/S, 6 CS
    Developed In: 2302
    Developed By: SOE
    Usable By: society of engineers
    Weapons: 0
    Armor: 4
    Celestial Maneuverability: 1
    Atmospheric Maneuverability: 0
    Sensors: 0
    Stealth: 0
    Jump: Yes
    Land: may not enter atmosphere

    Modeled loosely on the VK-VIII freighter the RVK is nothing more than a giant engine and massive fuel tanks. Except for a jump-engine and rather sophisticated targeting and navigating systems, it is a very simple vehicle to suit its single-minded purpose; to crash itself at incredibly high speeds into a planet. To this end is uses both liquid fuel and nuclear energy to propel itself in a straight path for just over 2 years, accelerating for the 1st half and de-accelerating for the 2nd half of this trip. It then comes to a stop, pin-points its location and the location of its target using its advancing tracking system and launches itself at the target adjusting its vector slightly as it proceeds if necessary. If all goes well it will strike its target late in the 3rd year or early in the 4th with a terminal velocity approximately 1.2% of the speed of light. To both provide density and protection from weapons and atmospheric burn-up, the RVK is layered with thick thermoceram.

    The RVK is a planet-killer.

     
  17. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376

    Spacecraft (continued)


    Frigate
    Spoiler :

    These are small combat spacecraft that are very fast and agile. While they are useable as combat ships, they are not terribly effective against enemy combat ships and are often used against unarmored targets or as recon vessels. Unlike the ‘fighter’ spacecraft, the frigate is designed to operate independently of a carrier though they often operate with larger fleets where they may have specialized roles such as electronics warfare or surveillance.

    Imperium Raptor-Class Frigate
    Cost: 45 MF
    Tech Requirements: 6 P/E, 5 C/S, 4 CS
    Developed In: 2291
    Developed By: Imperium
    Usable By: Imperium
    Weapons: 2
    Armor: 1
    Celestial Maneuverability: 5
    Atmospheric Maneuverability: 1
    Sensors: 1
    Stealth: 0
    Jump: Yes
    Land: Planetary spaceports only

    A light combat ship with jump capacity; its primary role is armed reconnaissance and freighter escort. It is armed with short and medium range missile batteries and a single top mounted rotary cannon turret as well as a pair of bottom mounted turrets. They do not normally enter atmosphere but are capable of slow descent through atmosphere and landing in specially designed cradles. Atmospheric exit is extremely fuel-expensive and they require refueling as soon as they exit atmosphere if they are to be useful.

    Imperium Cricket-Class Frigate
    Cost: 58 MF
    Tech Requirements: 6 P/E, 6 C/S, 6 CS
    Developed In: 2294
    Developed By: Imperium
    Usable By: Imperium, others?
    Weapons: 2
    Armor: 0
    Celestial Maneuverability: 5
    Atmospheric Maneuverability: 1
    Sensors: 1
    Stealth: 3
    Jump: Yes
    Land: Planetary spaceports only

    Based on a raptor chassis, the cricket is a much more expensive ship that focuses on passive stealth technology. It has nearly no amour instead relying on a highly reduced thermal, visual and electronic signature. The cricket is a favorite of the evvis though whether they are producing their own or are buying their ships from a known manufacturer remains a hotly contested but unknown issue. The armament of a cricket-class frigate is similar though somewhat reduced from its raptor cousin but due to its stealth technology, it is usually able to achieve surprise on its enemy and can often launch its payload from short range without alerting the enemy. Note that the stealth technology utilized in this craft is not the same as the advanced ‘cloaking’ technology of the Grand Republic which is an active system. Instead it relies on absorbent materials, non-metallic composites and signature reducing design.

    League Double-V-Class Frigate
    Cost: 48 MF
    Tech Requirements: 6 P/E, 5 C/S, 5 CS
    Developed In: 2291
    Developed By: SOE
    Usable By: SOE, Imperium
    Weapons: 1
    Armor: 1
    Celestial Maneuverability: 5
    Atmospheric Maneuverability: 4
    Sensors: 1
    Stealth: 0
    Jump: Yes
    Land: Land and Water

    Smaller than the Raptor with greater agility, the Double-V can freely enter atmosphere with agility and land on both water and land. Its reduced size and greater capacity for atmospheric flight reduce its capacity for weapons; it is armed exclusively with 2 forward-facing rotary gun batteries and one rear-facing much smaller battery.

    Although the Imperium has developed Double-Vs for use in its fleet, they make less use of the ship as it armements prove too ineffective against Symbiot ‘ships’.


    Interceptors

    Destoyers
    Spoiler :


    Much larger then the frigate, these ships focus on ballistic gun batteries and medium- and short-range missiles. While they sacrifice agility and maneuverability for range and offensive capacity they retain excellent acceleration. Typically they also sacrifice heavy armor for greater offensive capacity. Destroyers often have much longer range then the smaller frigates and can be used to patrol trade lanes or jumpgates. Destroyer designs do not currently include the capacity to enter atmosphere, let alone land.

    Imperium Rabid-Class Destroyer
    Cost: 55 MF
    Tech Requirements: 6 P/E, 5 C/S, 4 CS
    Developed In: 2291
    Developed By: Imperium
    Usable By: Imperium, SOE
    Weapons: 3
    Armor: 2
    Celestial Maneuverability: 4
    Atmospheric Maneuverability: 0
    Sensors: 1
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    The rabid class destroyer is another workhorse of the imperium, though now licensed for use by the League and others. Technologically relatively simple, armor is ceramasteal for plating and superheavy metal polymers for more delicate components. It is armed with medium range missile systems and 180 degree rotating cannon turrets firing highly-explosive shells at impressive rates of fire. Though it has no capacity for surface landing, it is jump engine equipped. Like most newer ships it operates on liquid fuel but the Rabid is known for having an impressive fuel capacity and low consumption rate greatly increasing its range of operation.

    Imperium Valant Sun-Class Destroyer
    Cost: 58 MF
    Tech Requirements: 6 P/E, 5 C/S, 5 CS
    Developed In: 2291
    Developed By: Imperium
    Usable By: Imperium, SOE
    Weapons: 1
    Orbital Bombardment: 2
    Armor: 2
    Celestial Maneuverability: 3
    Atmospheric Maneuverability: 0
    Sensors: 1
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    The Valant Sun-class of destroyers focus on planetary assault. They are similar to the Rabid in construction and materials but trade away the longer range and fuel capacity of the Rabid, as well as some of its maneuverability for greater offensive punch at a greater distance. The missiles systems are replaced with laser-guided bombs which largely use gravity as a source of propulsion and so are best used against surface targets. They also have room for the loading and deployment of a single damsel-fly class dropship though their on-board barracks for soldiers is limited. Despite this specialization, the valant-sun class of destroyers, for defense against other spacecraft, retains the rotating cannon turrets of the Rabid though the number thereof is much reduced.


    Interdictors

    Cruisers
    Spoiler :


    Larger then a destroyer, the cruiser is meant to operate semi-independently of larger fleets and as such continues the tradition of greater range begun with the destroyer-class of spacecraft. Cruisers also enjoy significantly more armor then the smaller destroyers and rely more upon this then their speed when engaged. Part of the role of cruiser class vessels may be orbital bombardment and orbit to surface missile capacity is common among this class of vessels.

    Imperium White Sky-Class Cruiser
    Cost: 75 MF
    Tech Requirements: 6 P/E, 6 C/S, 6 CS
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: Imperium
    Weapons: 3
    Orbital Bombardment: 3
    Armor: 4
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 1
    Sensors: 1
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    These ships were constructed during the Grand Republic but unlike most other Grand Republic ships, the White-Sky have been successfully reverse-engineered by the Imperium Fleet.

    They are large and well armored enough to be able to fight off smaller enemy ships and often deployed alone. Though specialists in anti-planetary weapons their ship to surface missiles are readily used as ship to ship missiles. They are also armed with smaller shorter range air/space to air/space missiles for use in defending themselves and rotary 50mm cannons firing a high number of explosive shells which can prove, with the right gunner, to be devastatingly effective against enemy ships and fighters. Though unable to land in atmosphere, these ships are designed to enter upper atmosphere so as to focus on their planetary targets more effectively.

    Celestial Light Cassiel-Class Cruiser
    Cost: ???
    Tech Requirements: 6 P/E, 6 C/S, 7 CS
    Developed In: ???
    Developed By: Grand Republic
    Usable By: None
    Weapons: 5
    Orbital Bombardment: 2
    Armor: 5
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 0
    Sensors: 2
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    The Cassiel-class cruiser is a favorite of the church and has become, with time, its signature interplanetary fleet presence. Like the White Sky cruiser, it is a relic of the Grand Republic but unlike the White-Sky are not known to be manufactured in modern times. Despite this, the cassiel-class ships of the church are well maintained by modern clergy. The cassiel employs multiple medium and short range missile batteries specialized for tracking opponent spacecraft or aircraft, often with laser guidance system or self-guided pilot systems. They share the rotary 50mm canons of the sky cruiser as well. Their armor is of a polymerized ceramic specially treated to absorb and retain heavy neutron bombardment making it incredibly dense and thermal/shock resistant. The cassiel-class cruiser is a shark amongst lesser fish and most other spacecraft best run from a single one of these ships let alone a fleet thereof.

    Sphener-Class Cruiser
    Cost: 80 MF
    Tech Requirements: 7 P/E, 6 C/S, 6 CS
    Developed In: 2304
    Developed By: SoE
    Usable By: SoE
    Weapons: 4
    Carrier Capacity: 1 aerospace squadron
    Orbital Bombardment: 1
    Armor: 5
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 0
    Sensors: 1
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    Based on the White-Sky cruiser, the Sphener sacrifices much of that ship’s focus on planetary bombardment to focus on ship-to-ship combat. It boasts heavier weapons, heavier armor and the capacity to launch an aerospace squadron. It can also carry up to two dropships and 240 fully-armored soldiers and has a 1,800 metric tons deadweight transport capacity for armored vehicles or other cargo.

    The Sphener is not designed to be able to enter atmosphere.

    The Society of Engineers have promised to provide this design to House Klorin when they are able to understand its complexities.



    Assault Cruisers

    Battleships
    Spoiler :


    Larger then their smaller cousin the cruiser, battleships are outfitted with excellent armor and impressive offensive capacity. While most are outfitted with ballistic gun batteries and short and medium range weapons, many are also outfitted with longer range guns or missiles linked to extensive electronic sensors. Battleships are not normally known for their agility or maneuverability, instead relying on their thick amour and anti-missile gun batteries.

    While battleships are the bane of cruisers, destroyers and frigates, their reliance on ‘big guns’ reduces their combat efficiency against numerous smaller targets (such as fighter-class spacecraft).

    There are only 3 known spacecraft of this type left from the Grand Republic, all employed by the Imperium Fleet. One of these has been outfitted with considerable robotic ‘limbs’ to do grappling combat with Symbiots. There is currently no capacity to produce any more of these ships.

    Imperium ‘Singularity’ Class Battleship
    Cost: 97
    Tech Requirements: 7 P/E, 6 C/S, 7 CS
    Developed In: 2306
    Developed By: Imperium Regency
    Usable By: Regency
    Weapons: 7
    Orbital Bombardment: 2
    Armor: 6
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 0
    Sensors: 1
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    With a spine effectively consisting of a single magnetic accelerator coil, the ‘Singularity’ is more of a weapon wrapped in a ship then an actual ship. It main gun can accelerate a large slug of neutron-enriched ferro-tungsten to 1.2% light speed with precision targeting. The ship itself must maneuver for the weapon to be fired however and so it is difficult to fire the long-range guns while embroiled in local conflict. Secondary weapons include rotating cannons which fill space with thousands of smaller tiny needles meant to destroy more lightly armored symbiot threats while posing little harm to the more heavily armored imperium ships. Against heavier symbiot armor, it boast heavy 130mm cannons and multiple ship-to-ship medium range and short-range missiles.


    Imperium Monitor-Class Battleship
    Cost: ???
    Tech Requirements: 7 P/E, 7 C/S, 7 CS
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: none
    Weapons: 8
    Orbital Bombardment: 4
    Armor: 7
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 0
    Sensors: 2
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    Only two remain from the Grand Republic (though you could count three if you include the spider). It is an extremely heavy ship with very long range space to space, space to air, and space to surface missiles as well as shorter range cannons and missiles. Their armour is composite involving neutron-enriched metals and poly- ceramics. It is unable to enter atmosphere but is jump-engine equipped.

    Imperium Spider-Class Battleship
    Cost: ???
    Tech Requirements: 7 P/E, 7 C/S, 7 CS
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: none
    Weapons: 4
    Orbital Bombardment: 2
    Armor: 9
    Celestial Maneuverability: 3
    Atmospheric Maneuverability: 0
    Sensors: 1
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    Only one is known to exist; this is a heavily modified void monitor battleship chassis where most of the heavy guns have been removed, as too have the thrusters associated with quick acceleration and evasion. Instead, the void spider has been outfitted with numerous robotic ‘arms’ and heavier sophisticated composite armor. It has a number of short range weapons including cannon turrets and short range missile batteries. Though jump-engine capable, it is unable to enter atmosphere.


    Carriers
    Spoiler :


    The carrier is designed to perform a platform for the launch of fighter-class spacecraft. They sacrifice direct offensive capacity to be able to launch and maintain these smaller ships types but usually retain moderate armor. While the fighters a carrier deploys may be able to enter atmosphere or even and on surface, the carrier itself usually cannot enter atmosphere.

    Imperium Admiral-Class Carrier
    Cost: ???
    Tech Requirements: 7 P/E, 7 C/S, 7 CS
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: none
    Weapons: 1
    Carrier Capacity: 4 aerospace squadrons
    Orbital Bombardment: 0
    Armor: 3
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 0
    Sensors: 2
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    Commissioned during the Grand Republic these perform as a operating platform for a variety of aerospace fighters and bombers. It is specialized to command and support a large number of smaller craft though individual ships are also outfitted with extensive electronic arrays to act as communication headquarters additionally. They have limited short range ballistic cannons and short range missile weapons and composite armour comparable to a light cruiser or heavy destroyer.


    Equipoise Dagda-Class Carrier
    Cost: 83MF
    Tech Requirements: 6 P/E, 6 C/S, 7 CS
    Developed In: 2302
    Developed By: Orthodoxy
    Usable By: Orthodoxy
    Weapons: 1
    Carrier Capacity: 3 aerospace squadrons
    Orbital Bombardment: 0
    Armor: 2
    Celestial Maneuverability: 2
    Atmospheric Maneuverability: 0
    Sensors: 1
    Stealth: 0
    Jump: Yes
    Land: Orbital spaceports only

    The Orthodoxy’s attempt to recapture the knowledge and technology of the Grand Republic, The Equipose is not quite as sophisticated as the Admiral but certainly serves its function admirably. Like the Admiral, it is limited to short-range ballistic cannons and missile weapons and its composite armor is also light. It is capable of both carrying up to 3 aerospace squadrons as well as three dropships and up to 720 fully-armored soldiers.


    Aerospace Fighters and Bombers
    Spoiler :

    Aerospace Fighter: A classification of short-range single or two-man aerospacecraft who’s primary role is air to air or space to space combat. Their job is to strike small mobile targets (other fighters, atmospheric aircraft, aerospace fighters) with relatively low potency weapons or to make precision attacks against specific targets within a larger target (ie- the guns of a battleship). The fighter relies on carriers or orbital/planetary spaceports for refueling and rearmament and have relatively short ranges. They are not jump-engine equipped.

    Aerospace Bomber: Similar to the aerospace fighter, the bomber is also a short range ship with no jump-engine capacity but unlike the fighter, its role is not spatial control or targeting of small mobile targets with relatively low potency weapons. Instead it aims to drop a relatively low number of very high potency weapons on large strategic or tactical targets. These heavy armaments and a slight preference for range over mobility makes the bomber are relatively un-agile ship and it typically commands a retinue of fighters for its escort. Bombers, due to their capacity to enter atmosphere can be sent to bomb enemy planetary targets in addition to their more traditional role of targeting space fortifications and enemy fleets. Bombers come in a variety of subclassifications depending on their build including the aerospace divebomber, light bomber, medium bomber, and heavy bomber with their applications ranging from almost purely tactical (use in aerospace battle) to purely strategic (use against valued targets outside of combat).

    Republic Stinger-Class Fighter
    Cost: 60 MF for 1 twelve fighter squadron
    Tech Requirements: 6 P/E, 5 C/S, 6 CS
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: Imperium, SOE, Orthodoxy
    Weapons: 1
    Armor: 0
    Celestial Maneuverability: 6
    Atmospheric Maneuverability: 6
    Sensors: 0
    Stealth: 0
    Jump: No
    Land: Planetary and Orbital Spaceports only

    Though the original stinger-chassis was developed during the era of the Grand Republic, maintenance and turn-over by modern shipwrights has produced a new generation of stinger fighters that share many material and engine technologies with their ancestors but newer (and unfortunately not as accurate) pilot control systems and weapon guidance electronics. The stinger design is based on the idea that maneuverability and ‘fast transients’ are superior to high speed or acceleration. That is to say the fighters are able to make significant changes to their vector or (in atmosphere) altitude in very short time-frames thereby confusing enemy gunners or pilots. The stinger requires 1 pilot and 1 gunner. It is armed with either 4 short range missiles and two rotary barreled machine gun each capable of firing 4000 5.56mm rounds per minute or four guns if it omits the missiles.

    Seraphi-Class Fighter
    Cost: 71 MF for 1 twelve fighter squadron
    Tech Requirements: 6 P/E, 7 C/S, 7 CS
    Developed In: 2302
    Developed By: Orthodoxy
    Usable By: Orthodoxy
    Weapons: 2
    Armor: 0
    Celestial Maneuverability: 8
    Atmospheric Maneuverability: 7
    Sensors: 0
    Stealth: 1
    Jump: No
    Land: Planetary and Orbital Spaceports only

    Surpassing the tried and true stinger-class fighter, the Seraphi makes use of a proprietary and secretive piloting interface and incredibly light composite materials with radar-absorbing properties whose origins also remains unknown. Because of these factors the Seraphi can often appear completely unnoticed, fly between missile and gun battery fire and land their payload on target.

    Republic Dauntless-Class Dive-Bomber
    Cost: 60 MF for 1 ten-bomber squadron
    Tech Requirements: 6 P/E, 5 C/S, 6 CS
    Developed In: times unknown
    Developed By: Grand Republic
    Usable By: SOE
    Weapons: 2
    Armor: 0
    Celestial Maneuverability: 3
    Atmospheric Maneuverability: 3
    Sensors: 0
    Stealth: 0
    Jump: No
    Land: Planetary and Orbital Spaceports only

    The dauntless is a divebomber first and foremost. The Dauntless, like the Stinger is based on a Grand Republic design meant for tactical delivery of precision missiles and bombs both in atmosphere and space. Though useable in air and space-based fleet combat, it lacks the precision turning and agility of the stinger and can easily be shot down if not adequately screened. That being said, the dauntless has a substantial payload of 7 bombs (3 bombs of 250kg and 4 of 50kg) that are sure to inflict substantial damage against even very fortified targets and its screaming high-speed dive ensures a high degree of precision in their delivery.

    The dauntless is only known to be produced by the league though many have been sold to the Imperium.

     
  18. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    Update 0: Almost an Emperor



    How are the mighty fallen in the midst of the battle! O Jonathan, [thou wast] slain in thine high places.

    2 Samuel 1:25, King James Bible​





    ”Vladimir Eekin- Chosen of the Light”, painting by Ryasophor Abbot Jelvus Kaern




    My most esteemed grace, Cardinal Quelus Heventi,


    The will of the Pancreator will always be too great, to complex, too convoluted for a simple deacon such as I, but should the Celestial Light shine upon me and my prayers be answered, I will be granted some small fraction of understanding and what I write to you today will hold some small germ of truth. I am a simple clergyman who has been blessed with quick ears and a quiet tongue, and so I prepare for you this treatise, an account of what I have heard whispered amongst the great cathedrals and nobles’ halls of Errovus Secondus. Much of what I write today is conjecture and rumor, but in your wisdom, through the grace of the Celestial Light, you will apprehend the tiny spark of Celestial truth that lies at the base of these whispers and understand better than I the worries and troubles of nobles’ serfs, guilders, and freemen alike.


    In my travels throughout the halls of the nobles and serfs alike, there is one name on everyone’s lips- Vladimir Eekin- the man who very nearly united us like never before. We all know him to be a great man, a friend of the Orthodoxy and the serfs alike, a man of strength and wisdom who created the Fleet and Garrison to protect us from the new evil of Symbiots unleashed upon us by the hubris of the Eviis, who created the Eye so that the wars that have fallen upon the nobles houses since the departure of the heathen transcendentals might not return. His murder is acclaimed as tragic by all- and yet there must be one whom in his dark-blighted heart celebrates the death of this great man. All whisper and wonder as to who may have been responsible, who may have been the one to have poisoned the crown that would usher in the first era of peace and unity in 1200 turns of Errovus around fading Sol…. …and many point fingers. Many think it the League of Guilds, the work of those who fought so desperately against the rise of the nobility in times pass. Many others thought it one of the five great houses, jealous that their own nobles did not rise to prominence. Some, I am afraid my liege, wrongfully blame the Orthodoxy, protectors of their very souls, making many unthoughtful comments I will not repeat to you.

    Blessed be the light; soon, when the 1st of January arrives upon Holy Errovus, the chosen, those who wield scepters of law, will be called to choose a regent, one to hold the throne, in temporary custody, until a new emperor can be acclaimed by all. Already rumors of who might run for this great office abound. Many say the Eekin will continue the tradition begun by Vladimir, others that the temporary regent promptae, Michelos van Hersula of House Holy Gate will attempt to continue his appointment. Certes, throughout the halls of the minor nobility, rumours and suspicious abound and I have never heard a name not suggested to be involved in plotting their rise to this great vaunted position. Only by the grace of the Celestial Light will a new Regent be chosen and it is this that we humble clerics must make evident to the nobles and guilders. I pray for the Pancreator’s guidance in this mission every night’s vespers.

    But the assassination of Vladimir Eekin is not the only prattle the nobles blather of. They speak also of the incident at the Bazaar of Mam at House Klorin’s fiefdom on Incellia. What little truth I have been able to gather regarding the incident, amongst all the rumors and exaggerations tells of a women traveling amongst the merchants’ stalls when suddenly her very skin literally peals itself from her body, revealing a much more slender, and sinister frame beneath- one of the exiled ones- an elf. Before continuing regarding the fate of one of the interdicted race, I will mention briefly what I have heard regarding the second skin she wore as you or I might a garment. It appears to be a living creature, and to have reacted to the wares of an apothecary selling nectars from exotic Assimov. The fate of the guilder or his wares remains a mystery however. Returning to the elf, a crowd soon surrounded her, shouting the litany of sins her foul race has poured upon those who suffer and toil under the Celestial light; soon one threw a stone and then the mob’s momentum was too great. Inspired by the holy vengeance of the Pancreator himself, the crowd slew the apostate as she attempted to flee. Her body was delivered by the city guard to the nobles of House Klorin, its ultimate fate a mystery to mine ears.

    There is also the matter of asynchronous use of Assimov’s jumpgate. As we all know from our childhood lessons at the feet of the chartophylax, the Pancreator has deemed fit to link those orbs most suitable for use by we, his chosen people, with the incogitable Jumpgates, so that we might spread word of his greatness. We also know that when one invokes the ineffable jump engines to errare from one gate to another, both gates begin to throb and glow with light and movement in dim mimicry of the Celestial Light, the orginating gate beginning its activation 28 days prior to the gate of exit. We also know that the Jumpgate of Assimov connects to only one other Jumpgate, that of Errovus Secondus. And yet, in the Errovus month of October, the gate of Assimov awoke as if to admit some traveler and yet, 28 days later, the gate of Errovus Secondus remained darkened and slumbering. To further confound this mystery, Cardinal, no ships were seen to travel through the awoken gate of Assimov. You know as well as I that the Imperial eye operates secret facilities upon this exotic orb, perhaps they are somehow manipulating the gate… or travelling thereby to lands we know not of? In your wisdom my liege, you no doubt know more.

    Lastly there is an issue of immediate concern of mine and that is the souls of the freemen of Errovus Secondus. Alas, the nobles and guilders alike, though they claim to concern themselves and care for the freemen who swear no allegiance to their houses, care not for the masses. Even now, as in times past, their numbers are greater than the foodstuffs available to them. Starvation and misery are common amongst them, the freemen, and even threatens to overtake the serfs of the smaller houses. They clamor righteously for food for their mouths so that they may better serve the Pancreator but their plight is ignored. The bodies of the starved are piled in the streets, food for dogs, and I am afraid to say, the desperate men and women who would rather survive, damning themselves through cannibalism than to die with pure souls. The Reeves and Charioteers, I am assured, are looking to find product they can bring to the markets of Errovus Secondus but the Farmers’ and Fishers’ guilds, I am told, are producing all they can and most of this is exported to Leagueheim. Perhaps piety amongst the nobles will bring them to cooperation and a means of feeding the masses of this world. Surely there is profit in it for those who’s piety is sorely lacking.

    And so, my liege, I entrust upon you this report in the hopes that you can find some small measure of credible news within it with which to shape your prayers and discussions.

    Your loving servant, Deacon Hevrett Vron​



    NPC Diplo

    From Seraed Aekraiah of the Charioteers Guild,
    To the Various Noble Houses,


    After speaking with Garren Grimkill of the Authority, we believe we are in a position to import and distribute foodstuffs to Errovus Secondus and hopefully thereby, alleviate some of the starvation suffered by the masses. We are in need now of food to distribute and the means to load it onto our ships.

    Will one ore more noble houses come together to provide food to Errovus Secondus, preferably at a planetary or even better, orbital spaceport?

    (the import of foodstuffs to Errovus Secondus could produce anywhere from 10 to 18 MF, with current inflated food prices on Errovus Secondus, depending on the price of food at the planet on which it is produced and the number of jumps involved to transport it)

    From the offices of Jason Avivies of the Guild of Reeves
    To House Klorin


    We wish to open a house of Usury at the Bazaar of Mam. Will you allow us to open this chapter house? We would need to be able to set our own guards to protect the funds held therein of course and so we would also need your permission to deploy our armed forces.



    Moderator's Notes:

    I want to work on fixing up the maps for the various planets but its a matter of style, not content and so we can launch 'as is' without it being a problem i hope.

    I hope to get the new style maps done soon enough...
     
  19. Adrogans

    Adrogans Quiet Laughter...

    Joined:
    Oct 21, 2006
    Messages:
    4,210
    Location:
    The Woods
    From Alex Black, Scepter Holder, House Query
    To Seraed Aekraiah of the Charioteers Guild


    House Query is more than willing to hear your proposal and is willing to help within its means.
     
  20. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,376
    We will need a House with significant agricultural wealth to step forward and work with a house with access to spaceports, to together provide a means of exporting foods that we would then pick up and deliver to the Authority spaceport on E2. We will need the Noble Houses to arrange a proposal.
     

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