PRE-NES THREAD: ImmacuNES IIB: Emperor of the Fading Heavens (Redux)

Immaculate

unerring
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ImmacuNES II B- Emperor of the Fading Heavens

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Firstly, this is a PRE-NES thread. I am not ready to launch yet. EDIT: Things are progressing quickly. I feel that all i have left to do now is finish off the final copies of the maps. I think we can probably launch this weekend!

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.

I am limiting this NES to 17 players. Those slots are filled.
If anyone drops out, the the slots go to the reserve players (Vrutchen, Matt088) before others. You can sign up to be on the reserve list if you like.

 
Gameplay

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Turns


Spoiler :

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



Statistics


Spoiler :

Each faction represents a noble house. Here are example stats to describe an imaginary noble house. Most stats are numeric but others are merely descriptors that the moderator will try to take into account.

House Exemplis (example house)

  • Economics:
    • Treasury: 10MF
    • Income: 14MF
  • Technology:
    • Physics: 3 (10/40, +8)
    • Biotech: 2 (2/30, +6)
    • Society: 4 (46/50, +8)
  • Military Quality
    • Army corps: 3
    • Air corps: 3
    • Navy corps: 2
    • Space corps: 1
    • Maggicks: 0
    • Intrigue: 2
  • Reputation:
    • Popularity: 4
    • Noblesse: 4
    • Piety: 6
    • Profitability: 2
  • Policy
    • Instrument of Divine Wrath
  • Fiefdoms
    • Great Military and Martial Engineering Academy (Clarke)
    • Advanced Farming Facilities (Clarke)
  • Unit Groups
    • Exemplis Yacht (Clarke) (no orders)
      1 Frog Planet Hopper
    • Exemplis House Guard (Clarke) (defend palace)
      12 infantry divisions, 1 grimson legion
    • Exemplis Sword of the Sun (Clarke) (defend major cities, ruralities)
      18 infantry divisions, 2 Red Samurai Armor Divisions, 2 Flying Oni Fighter Squadrons
    • Exemplis Errovus Secondus Guard (Errovus Secondus) (defend palace)
      6 infantry divisions
  • Action-Capable Characters:
    • Jack Exemplis (sceptre-holder), veteren, beloved of the people, beloved of the army, pious
    • Ryan Exemplis (sceptre-holder), political savvy, questionable loyalties
    • Maggie Exemplis (sceptre-holder), diplomatic, addicted, pious

Here’s what those numbers mean:

  • Your wealth is pretty straight forward. It is measured in millions of firebirds (MF) and represents your entire economic power. Your treasury is the wealth you can draw upon for the turn. Any unspent treasury is banked for next turn. Your income is the wealth you can expect to generate for use in the next turn. You cannot spend your income.
    .
  • Your technology is your capacity to produce technologically advanced innovations. Physics encompasses materials, energy, communications, and engineering. Biotech encompasses biology and chemistry (though there is some overlap with physics here), medicine and things like that. Society is a catch-all term for soft-sciences and anything else that doesn't fit in biotech and physics. It is composed of four numbers:

    3 (10/40, +8)​

    The first (3 in this example) is the rank; this is how advanced you are in that particular type of technology. The second number (10 in this example) is the number of ‘research points’ you have accumulated towards the next rank. The third number (40 in this example) is the ‘research points’ required for the next rank. The fourth number (+8 in this example) represents how many point you will generate for the next turn, your research ‘income’.

    Here are some examples of what these technological ranks represent..
  • Military Quality A relative number that represents experience, leadership, training, loyalty, morale and equipment quality. The various military branches should be pretty self-explanatory but 1) intrigue represents your network of informants, espionage agencies, etcetera- a high intrigue helps prevent enemy espionage attempts and makes your own more likely to succeed, and 2) maggicks relates to your understanding of theurgy, thaumaturgy, and heresy.
    .
  • Reputation describes your standing with the people (popularity), the noble houses (noblesse), the church sects (piety) and the league of guilds (profitability). Again the number is simply relative.
    .
  • Policy describe a broad statement of intent that direct your governance along a specified path. It doesn’t cost money but can be instrumental in shaping your nation (thank you Birdjaguar from whom I blatantly stole this idea). You may only have one policy in effect at a time and changing your policy costs one character action. A policy can directly affect any of your other stats.
    .
  • Fiefdoms describe your major assets. Your faction is assumed to control populations, farms, mines, roads, some rails, fishing fleets, and a whole plethora of medieval-style industries. These are not described in your fiefdoms, they simply generate income in your wealth. Fiefdoms are specific, usually advanced assets that stand-out from the otherwise basic assets you control. They are purely descriptive and are extremely wide-ranging. The planetary location is also listed.

    Note that most fiefdoms listed are your major projects. If you built some infrastructure over the course of a year and didn't pay a ton for it, chances are i won't bother listing it (though it will still affect your stats). Your fiefdoms are MAJOR projects.
    .
  • Unit Groups You can control a maximum of 10 unit groups. A character can use an action to command one or more unit groups provided they are operating in the same theatre towards the same general goals (see orders). When you buy new units for your armies or fleets, specify which unit group you are adding them to.

    Unit groups may have ‘standing operating procedures’ (SOP), extremely simple orders that the commanding officers will attempt to complete turn after turn. Changing SOP requires an action capable character and an action.
    .
  • Action-Capable Characters (ACCs) do not include all the major characters that may be acting to move and motivate your faction but it does list all the characters capable of taking in-game actions (issuing orders, starting projects). Their descriptors will in turn affect their capacity for success or failure in performing their tasks (as do all your other statistics they may want to draw upon).
    .
    You may only perform as many actions in a turn as you have ACCs and each ACC can only be involved in one action per turn.



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.

Character Actions Review your character actions in one sentence or less for each. It takes an Action Capable Character to perform an action so you are normally limited to 2-3 actions per turn.

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).

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.

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.

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 ACC to lead them. Very simple turn-after-turn orders for your unit groups are SOPs. SOPs can only be changed as part of an ACC’s action.

Anything else you want to include
 

HISTORY


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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.

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.
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 a sceptre (vote rod) as proof of office. 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.​
 
Concepts

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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.
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.
Sceptres
Spoiler :


There are 37 sceptres 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?

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.
 
Major Noble Houses

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House Query (Adrogans)

Spoiler :

House Query

House Query’s leadership has long been under the control of the family Quer. Such is the official line, and indeed the house’s crown lies there. However, everyone understands the truth, and the truth is that the crown is there because the real rulers want it that way. Every Crownbearer – for there have been no kings of Quer - has been surrounded by his Trusted Council, the members of which are ‘delegated’ virtually all powers of rule. Membership to the Council is fluid, and given to any who make a claim and survive long enough to actually take a seat in the Council Chamber. Because of this, the number of Councilmen varies; historically, there have been as many as forty or as few as one. There are currently eleven (sitting) members, a number that includes all the Sceptreholders within Query. There are also two other members, but one might not be technically alive and the other hasn’t been seen for a hundred years.

Even though the Crownbearer is little more than a figurehead, without even a Sceptre, his/her presence still demands a strong loyalty from the peasantry of the House. The nobles are another story, but for the most part the most powerful end up on the Trusted Council anyway. The nobles also know that refusing Council orders would mean they’d never get a chance to be on it, so their scheming is generally channeled against each other in order to gain recognition. The eclectic nature of the newer families is also both a boon and bane; a boon, because the House tends to have friends in unexpected places, but a bane since those friends can often be on a less-than-cordial relationship with the Church. There has never been *proof* of heresy within Query itself, but many clergy like to end that statement with “yet”.

  • Economics:
    • Treasury: 50 MF
    • Income: +40 MF
  • Technology:
    • Physics: 3 (0/40, +10)
    • Biotech: 3 (0/40, +7)
    • Society: 3 (0/40, +7)
  • Military Quality
    • Army corps: 3
    • Air corps: 2
    • Navy corps: 2
    • Space corps: 1
    • Maggicks: 0
    • Intrigue: 3
  • Reputation:
    • Popularity: 4
    • Noblesse: 6
    • Piety: 3
    • Profitability: 5
  • Policy
    • Reaping the Whirlwind:
      Reap scientific progress by searching for brilliant and motivated minds and providing them with the support they need to excel.
  • Fiefdoms
    • Irva Space-Elevator and Orbital Spaceport (Clarke)
    • Oil Fields (Arrakis)
  • Unit Groups
    • House Query Cursor (Arrakis) (no orders)
      1 Republic Frog-class Yacht
    • Chimera Guard (Arrakis) (guard Arrakis fiefs)
      2 company Marauder Legion, 22 divisions Infantry III, 4 brigades heavy armor, 4 squadrons fighters
    • Kraken Guard (Clarke) (guard Clarke fiefs)
      1 company Marauder Legion, 6 divisions Infantry III, 2 divisions infantry I
    • Kraken Patrol (Clarke) (patrol shores of fiefs)
      6 destroyers, 2 cruisers
    • Hydra Guard (Errovus Secondus) (guard E2 fiefs)
      4 divisions Infantry III, 2 brigades medium armor, 2 fighter squadrons
  • Action-Capable Characters:
    • Ichabod Sterling (sceptre-holder), pacifist, tech-friendly (Arrakis)
    • Gustavus ('Guy') Fye (sceptre-holder), prone to vice, martial training, martial experience (Clarke)
    • Alex Black (sceptre-holder), otherworldly beauty, suspicious bloodline, adaptive (Clarke)

House Koriate (Seon)
Spoiler :

House Koriate

Origins of the House had faded away into history. Perhaps the story of it is hidden away in the deepest library of the Holy Church, but as far as anyone can tell,they had been a noble house forever.

The House grooms their families to become great orators and studiors. They are mostly pious and send their sons and daughters to the Church. They, however, send their daughters and sons to either blossoms of Mercy or Ekstatonic Order.

The internal structure of the house is rather strange as the Head family, the Akatas, while holding only one of the sceptres, hold the most power of the area. They command utmost respect from the populace, and even many of the noble families put aside their differences when near them. The Akatas do, however, try many things to please the nobles and the freemen under his rule and generally keep them under power. Many subterfuge by the Akatas family is rumored to exist, and it is unknown whether the nobles are bound to Akatas by fear, or by respect. Probably both.

  • Economics:
    • Treasury: 50 MF
    • Income: +33 MF
  • Technology:
    • Physics: 3 (0/40, +10)
    • Biotech: 3 (0/40, +15)
    • Society: 3 (0/40, +10)
  • Military Quality
    • Army corps: 3
    • Air corps: 2
    • Navy corps: 2
    • Space corps: 0
    • Maggicks: 0
    • Intrigue: 3
  • Reputation:
    • Popularity: 4
    • Noblesse: 5
    • Piety: 4
    • Profitability: 4
  • Policy
    • (implement a policy)
  • Fiefdoms
    • Cappricidia Planetary Spaceport (Incellia)
    • Ludenard Gene-study Research Facility (Cappricidia, Incellia)
    • Computing hardware research facility (Cappricidia, Incellia)
  • Unit Groups
    • (please name UG) (Incellia) (no orders)
      1 Republic Frog-class Yacht
    • Arakis Militia (Arrakis) (guard Arrakis fiefs)
      3 divisions infantry I
    • Incellia Overwatch (Inceliia) (guard Incellia fiefs)
      14 divisions Infantry III, 6 squadrons fighters
    • 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)
      4 destroyers, 4 submarines, 3 cruisers
    • Guardians (Errovus Secondus) (guard E2 fiefs)
      2 divisions Infantry III, 2 fighter squadrons, 1 bomber squadron
  • Action-Capable Characters:
    • Ludenard Akatas (sceptre-holder), popular, tech-friendly, noble air, good diplomat, stubborn, daydreams of mass slaughter
    • Dante Labis (sceptre-holder), personal weapons training, military command training, political and diplomatic liability
    • Ubertino Mercator (sceptre-holder), personal wealth, friends amongst the league, cowardly

House Klorin (Thomas Berubeg)
Spoiler :

House Klorin

The Origins of House Klorin, once named Muritian have faded into History, some claiming that archeological evidence dates it to the end of the Last Ice Age, Long before the Soul Wars. What is known, However, is that the house is the only one with Orcish Families among it's great Families.

While the first born of the families are traditionally groomed to be rulers, either in Imperial terms or more locally, Second and Third Borns usually enter, either the military or the Church, usually in the Eskatonic Order (order of St. Oghma).

While, naturally, there are Rivalries within the house, and assassinations and coups exist, there are exceptionally rare, for some reason.

  • Economics:
    • Treasury: 50 MF
    • Income: +35 MF
  • Technology:
    • Physics: 3 (0/40, +8)
    • Biotech: 3 (0/40, +8)
    • Society: 3 (0/40, +15)
  • Military Quality
    • Army corps: 2
    • Air corps: 2
    • Navy corps: 2
    • Space corps: 0
    • Maggicks: 2
    • Intrigue: 4
  • Reputation:
    • Popularity: 6
    • Noblesse: 4
    • Piety: 4
    • Profitability: 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.
  • Fiefdoms
    • Bazaar of St. Mam (Incellia)
    • Library of Amur (Incellia)
    • Klorin Eye (planetary intelligence network) (Incellia)
  • Unit Groups
    • Raven (Incellia) (no orders)
      1 Republic Frog-class Yacht
    • Incellia Legion (Incellia) (guard fiefs)
      8 divisions Infantry III, 2 brigades grafted legion, 2 battalions glass scalpel commandoes, 3 squadrons fighters, 2 squadrons bombers
    • Cevedes (Clarke) (patrol north-east shores)
      3 destroyers
    • Udenerat (Clarke) (patrol south-west shores)
      4 destroyers, 1 battleship
    • Errovus Legion(Errovus Secondus) (guard E2 hodings)
      8 divisions Infantry III, 2 brigades grafted legion, 4 squadrons fighters
    • Klorin Guard (Errovus Secondus) (no orders)
      2 battalions glass scalpel commandoes
  • Action-Capable Characters:
    • Dain Kawalen (sceptre-holder), sharp
    • Embra (sceptre-holder), orc matriarch, quick-thinking, current Imperial Fleet commander
    • Brother Cabil (sceptre-holder), links to eskatonic order

House Holy Gate (Ekolite)
Spoiler :

House Holy Gate

The House of Holy Gate are a Noble House, but also a denomination within the Orthodox Church which follows the teachings of Saint Sabel. These teachings focus most specifically on the Book of Sabel, which details the Saint's epic journey through Hell to return her people to the world of the living, culminating in her tragic self-sacrifice to allow them to escape the forces of the Devil. There are some rumours of some members being indoctrinated with other, ''lost'' books written by the hand of Sabel after the Bannor had escaped, but most acknowledge that these rumours as mere misconception caused by insufficient study of the scriptures.

The Holy Gate has always been a close ally of the Church, aligning closely with their policies regarding heretic sciences and space exploration. The Noble House itself is commanded by a small number of influential families, who nominate a ''Patriarch'' to decide the overarching policy of the Holy Gate. The Patriarch rules for life, or until each of the families is in agreement that he or she should stand down.

  • Economics:
    • Treasury: 50 MF
    • Income: +35 MF
  • Technology:
    • Physics: 3 (0/40, +5)
    • Biotech: 4 (0/40, +7)
    • Society: 3 (0/40, +10)
  • Military Quality
    • Army corps: 3
    • Air corps: 2
    • Navy corps: 1
    • Space corps: 0
    • Maggicks: 1
    • Intrigue: 2
  • Reputation:
    • Popularity: 5
    • Noblesse: 4
    • Piety: 7
    • Profitability: 3
  • Policy
    • (implement a policy)
  • Fiefdoms
    • Orthodox Order of the Holy Gate- subset of the Orthodoxy associated with this noble house- (headquartered in Palakkad. Incellia)
    • Advanced Commercial Farming (grain) industry (Incellia)
  • Unit Groups
    • (please name UG) (Incellia) (no orders)
      1 Republic Frog-class Yacht
    • Angellic Guard (Incellia) (guard fiefs) (no orders)
      6 divisions Infantry IV, 23 divisions infantry II, 8 divisions infantry I, 6 squadrons of fighters, 2 squadrons of 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)
      5 divisions Infantry IV
  • Action-Capable Characters:
    • Michelos van Hersula (sceptre-holder), sincere, devout clergymen, patriarch of the Holy Gate, current "Acting Regent" (Incellia)
    • Joachan Valaeda (sceptre-holder), martial experience, intelligent, prone to vice (Incellia)
    • Helena van Hersula (sceptre-holder), elegant, ambitious (Incellia)

House Hyppean (Merciary)
Spoiler :

House Hyppean

Proud descendants of the ancient Hippus tribes, the Hyppean possess wide differences between their international/interplanetary government and their domestic government. From the outside the Erona family is the true power of the House, the head of the House is from their family, they handle all dealings with other Houses and the Church, the capital city is under their jurisdiction, and the favorite family of the House when it comes to the Church. Yet to those inside the House know that the Erona's have no more power than any other family. It seems that the fear of giving up autonomy that gripped their ancestors was hereditary. Each family is given full control over the lands in their possession as long as it does not break any Council edicts. The Council is another concept that has survived the ages though it has gone through some changes. The heads of the family is no longer the ones present on the Council, in it's current incarnation one Council member is chosen from each of the major families by said family. The Council can only deal with matters that effect the whole of the House and most of the time the Council is ineffective as most members believe their view is the correct view and rarely change their opinions, allowing the Erona family to control international affairs.

  • Economics:
    • Treasury: 50MF
    • Income: +33 MF
  • Technology:
    • Physics: 3 (0/40, +15)
    • Biotech: 3 (0/40, +5)
    • Society: 3 (0/40, +8)
  • Military Quality
    • Army corps: 4
    • Air corps: 3
    • Navy corps: 0
    • Space corps: 0
    • Maggicks: 0
    • Intrigue: 2
  • Reputation:
    • Popularity: 7
    • Noblesse: 5
    • Piety: 5
    • Profitability: 5
  • 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.
  • Fiefdoms
    • Grand Sports Arenas- system of large arenas (Sussita, Arrakis)
    • Planetary Spaceport (Sussita, Arrakis)
    • ballistics physics research facility (desolate desserts, Arrakis)
  • Unit Groups
    • Private Transport (Arrakis) (no orders)
      1 Republic Frog-class Yacht
    • Closed Fist (Arrakis) (guard Arrakis fiefs)
      3 battalions steel fang commandoes, 27 divisions 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)
      9 divisions Infantry II, 2 brigades light armor, 2 squadrons fighters, 2 squadrons valkyrie-class gunships
  • Action-Capable Characters:
    • Tenith Erona (sceptre-holder), religious, traditionalist (Arrakis)
    • Garik Harnoth (sceptre-holder), tactician, ruthless, undiplomatic, political liability, current imperial garrison commander (Arrakis)
    • Yannis Arenoth (sceptre-holder), inexperienced, manipulative, prone to frivolity (Arrakis)
 
Minor Noble Houses

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House Quin (Kyzarc Fotjage)

Spoiler :

House Quin

  • Economics:
    • Treasury: 35MF
    • Income: +30 MF
  • Technology:
    • Physics: 3 (0/40, +5)
    • Biotech: 4 (0/40, +7)
    • Society: 3 (0/40, +5)
  • Military Quality
    • Army corps: 2
    • Air corps: 2
    • Navy corps: 1
    • Space corps: 1
    • Maggicks: 0
    • Intrigue: 3
  • Reputation:
    • Popularity: 5
    • Noblesse: 5
    • Piety: 4
    • Profitability: 4
  • Policy
    • Expand fiefs on Asimov
      increase infrastructure, build small factories, etc
  • Fiefdoms
    • Planetary Spaceport- (Lan, asimov)
    • Advanced Farming Guild (asimov)
  • Unit Groups
    • The Syracusia (Assimov) (no orders)
      1 Republic Frog-class Yacht
    • The Jungle Patrol (asssimov) (guard fiefs)
      4 divisions rangers, 12 divisions infantry III, 6 brigades light armor, 6 squadrons fighters, 4 squadrons bombers
    • Monks of Vader (assimov) (patrol border jungles)
      18 divisions rangers
    • Quin Foreign Legion (Errovus Secondus) (guard E2 hodings)
      6 divisions Infantry III, 4 brigades light armor, 3 fighter squadrons
  • Action-Capable Characters:
    • Lord Nereus Quin(sceptre-holder), space fleet experience (assimov)
    • Lady Eireneprone, trained as a monk, eye for money (errovus secondus)

House Tsedeq (LdiCesare)
Spoiler :

House Tsedeq

After the Soul Wars a sect of the Sheaim people sought redemption in the eyes of the Church and cleaned themselves of inequity and demonology. This noble house sought to purify their dark past.

Current
The new House Tsedeq has had thousands of years to accomplish this goal and now is closely bonded to the Church and through that loyalty, the peasantry are extremely loyal as well.

The Capital city of Refuge is located on a storm bitten isle on the world of Clarke, where it boasts one of that world's only stable space-ports.

Nearby islands hold fisheries, aqua-farms, refineries, and the occasional secluded monastery funded by House Tsedeq. There are also rumors facilities on the ocean floor, which supply a great deal of oil and other exotic things.

  • Economics:
    • Treasury: 35 MF
    • Income: +20 MF
  • Technology:
    • Physics: 3 (0/40, +10)
    • Biotech: 3 (0/40, +10)
    • Society: 4 (0/50, +10)
  • Military Quality
    • Army corps: 2
    • Air corps: 1
    • Navy corps: 2
    • Space corps: 0
    • Maggicks: 2
    • Intrigue: 3
  • Reputation:
    • Popularity: 4
    • Noblesse: 4
    • Piety: 5
    • Profitability: 5
  • 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.
  • Fiefdoms
    • Monastaries (Clarke)
    • Commerical Fisheries and Aquaculture (clarke)
    • Petrochemical engineering research facility (Absolution, clarke)
  • Unit Groups
    • Apocalypse (Clarke) (no orders)
      1 Republic Frog-class Yacht
    • Mammon (Clarke) (no orders)
      1 VK-II class freighter
    • 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) (no orders)
      2 covens Charoum-class Thaumaturgist
    • 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)
      4 divisions infantry III, 2 squadrons fighters, 1 coven Charoum-class Thaumaturgist
  • Action-Capable Characters:
    • Mortimer Tormah Tsedeq (sceptre-holder), diplomatic, charismatic, pious (eskatonic and orthodox) (errovus secondus)
    • Sasha Bel-Laga Tsedeq: kindly towards the serfs, dedicated to the Blossoms, pious (Clarke)

House Bossheim (Diamondeye)
Spoiler :

Bossheim

Ancient descendants of the Sheaim, the members of this noble house are still prone to doomsaying and differing religious views. This is somewhat tolerated due to the fact that they govern only a small area of planet Hubbard near the Symbiote gate, and that is not a fief you easily find others willing to take over. While the population of the fief is generally somewhat poor, the land beneath them contains lots of minerals that the Bossheaim extract and stockpile, put to use, or sell. Their serfs are kept in place by a mixture of military threats and the fear of outside invasion that their proximity to the symbiote gate makes clear.

  • Economics:
    • Treasury: 35 MF
    • Income: +28 MF
  • Technology:
    • Physics: 3 (0/40, +5)
    • Biotech: 3 (0/40, +5)
    • Society: 3 (0/40, +8)
  • Military Quality
    • Army corps: 5
    • Air corps: 2
    • Navy corps: 1
    • Space corps: 0
    • Maggicks: 1
    • Intrigue: 3
  • Reputation:
    • Popularity: 4
    • Noblesse: 4
    • Piety: 7
    • Profitability: 3
  • 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.
  • Fiefdoms
    • Bossheim Military Academy
    • Major Smelting works (Ozarow, hubbard)
    • Offig plantations (walnut/olive type tree) (hubbard)
  • Unit Groups
    • Deliverance (Hubbard) (no orders)
      1 Republic Frog-class Yacht
    • Death Guard (Hubbard) (no orders)
      12 divisions infantry I, 16 divisions death guard, 4 divisions 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)
      2 divisions infantry III, 2 squadrons fighters, 2 squadrons bombers
  • Action-Capable Characters:
    • Tebryn Arbandi XII (sceptre-holder) known heretic, polite, politic, friends in the orthodoxy (eskatonic and orthodox) (errovus secondus)
    • Alexis Gabella: clever, innovative, horticulturist (hubbard)

House Thana (Darksaber)
Spoiler :

House Thana

A house of strange, delicate, thin, abnormally tall near-humans with aquiline features, pale blue skin, and pupil-less black eyes. They base themselves out of Incillia where they act as traders in commercial fishing and fur trapping, as well as genetic researchers. Despite their unsettling appearances (which cause more than among the lower classes to mistrust the house) they have a knack for understanding and mimicing other cultures which leads to a certain skill in advising in diplomatic efforts (once again, their unsettling appearances causes them to prefer advising the negotiators rather than negotiating themselves).

House Thana's roots lie in a shameful past of extreme genetic engineering and a love of the elf-kind. During the Godless days of Grand Republic a small number of humans took to the Evvis in ways that can only be identified as a heretical pagan worship of this ill-meaning species. The elf-loving cult adopted elven mannerisms, dress, and even went to the extreme measures of altering their bodies to possess elf-like ears. As the decadent Grand Republic grew, so did the cult and their insatiable hunger to be more elf-like.

Unsurprisingly the cult reached its zenith at the same time as the Grand Republic. As dozens of new worlds were seeded with heretical technologies, the cultists bred the heresies within them by altering their very genetic structure to attain the thin bodies, pointed ears, and slanted elven eyes. While for the most part the blessed Pancreator kept these abhorrent modifications as temporary things, but soon, with devious technologies, the most zealous cultists spread these features to their children.

With fall of the Grand Republic and ensuing Divesture the technologies to sustain these modifications became lost and nature once more took control over the development of mankind- but the damage had been done so far as the cultists were concerned. A new sub-species of delicate, tall, pale-blue skinned humans with a heightened intellect. During the chaos of the Divesture these near-humans formed small, independent states and managed to fend off the worst of their foes via diplomacy. When the symbiots came, however, the near-humans fell with the rest.

From those ashes the House Thana rose on Incillia as a small-time trading family and an even larger force behind genetic research. They are some of the last surviving genetic anomalies of the past era and have only kept power due their close alliance with the orthodox church. In exchange for clemency, the House Thana provides the Church with the findings of their genetic research- although the mistakes of the past have been learned and the house knows well-defined boundaries.

  • Economics:
    • Treasury: 35 MF
    • Income: +22 MF
  • Technology:
    • Physics: 3 (0/40, +5)
    • Biotech: 4 (0/50, +25)
    • Society: 3 (0/40, +5)
  • Military Quality
    • Army corps: 2
    • Air corps: 2
    • Navy corps: 1
    • Space corps: 0
    • Maggicks: 0
    • Intrigue: 2
  • Reputation:
    • Popularity: 3
    • Noblesse: 6
    • Piety: 5
    • Profitability: 4
  • Policy
    • Study to Marvel, to Improve:
      Perform studies in genetics and biology to better understand the glory of the Pancreator, and improve life through these learning’s.
  • Fiefdoms
    • Luthezael Genetic Research Facility (Caseri, incellia)
    • Gene-Splicing/Sequencing Biotech Research facility (Caseri, incellia)
    • Fisheries (incellia)
    • Large-scale fur industry (traps, not farms) (incellia)
  • Unit Groups
    • Phoenix (Incellia) (no orders)
      1 Republic Frog-class Yacht
    • St.Sucellus's Shield (incellia) (guard fiefdoms)
      8 divisions Infantry IV, 6 divisions 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 divisions glass scalpel commandoes (all male)
    • Mythal's Blade (E2) (no orders)
      2 divisions infantry IV, 5 squadrons fighters, 2 squadrons bombers
    • Andruil's Huntress (E2) (no orders)
      2 divisions glass scalpel commandoes (all female)
  • Action-Capable Characters:
    • Rodwen Thana (scepter-bound): quiet, rabidly pious, reserved (incellia)
    • Ghilda Htana: quiet, tactful negotiator

House Vanari (Haseri)
Spoiler :

House Vanari

House Vanari can trace its lineage back to a great corporate industrial giant of the Diaspora known as Aries Corp. During the rush for planets and resources the corporate giant was particularly successful in claiming sole rights to a number of habitable worlds. As humanity spread throughout the stars the Aries corporation became a multi-planetary government in its own right with highly successful industries and technologies specializing in materials fabrication, industrial construction projects, mining, fossil fuel-based propulsion for both space travel and missiles, navigational and targeting electronics and later, cybernetics. As the Grand Republic formed, the Aries corporation made a bold attempt to reject the multinational government and soon found itself without access to a number of required resources including its far-flung oil fields and its lucrative corporate markets. Within months its changed its tune and its planets adopted membership to the Grand Republic. Under the grand republic, the Aries corporation steadily lost much of its influence and dominance in its markets as its worlds were subjected to outside law and republic competition.

Then came the fall of ‘the map’ and in the ensuing anarchy Aries corporation saw its opportunity to regain what it had once lost. Within a few years it was again the de-facto ruler of many worlds with trade and industrial monopolies to rival even the Republic itself.

Then came the symbiots. Many worlds were over-run though Aries technology was great enough and its soldiers trained and motivated enough to fight the enemy to a stalemate on several planets. Then, in desperation, the transcedentals closed the jumpgates and only the oifields and factories of Arrakis remained under Aries control (the fate of its fiefs outside the 'known worlds' remain a mystery and most probably a tragedy). As the worlds rebuilt themselves around the church’s influence, the league was not quick to forget the slights of the Aries corporation and quickly sought to end the middling of the now much weakened Aries holding. In desperation the Aires fiefs made an ally with the newly recognized and still infant-like church-aligned house Van. Though marriage they became house Vanari and together with their church connections and their industrial capacity were able not only to survive but to thrive in the new world order.

Today House Vanari continues a strong tradition of industry and trade and does everything it can to indirectly antagonize the League guilds by working, as much as possible, with other noble houses and the church and when it absolutely must cooperate with guilds, choosing those that are least liked by the central League hierarchy. Vanari holds fiefs on Arrakis and Errovus Secondus.

  • Economics:
    • Treasury: 35 MF
    • Income: +28 MF
  • Technology:
    • Physics: 3 (0/40, +10)
    • Biotech: 3 (0/40, +10)
    • Society: 3 (0/40, +5)
  • Military Quality
    • Army corps: 3
    • Air corps: 2
    • Navy corps: 0
    • Space corps: 0
    • Maggicks: 0
    • Intrigue: 2
  • Reputation:
    • Popularity: 5
    • Noblesse: 4
    • Piety: 5
    • Profitability: 3
  • Policy
    • Driving Forward Under The Eyes Of The Pancreator
      Balance a strong push for technological development with Adherence to Church Doctrine. Strengthen ties to the Church.
  • Fiefdoms
    • Automated Factories (industrial-commercial and industrial military) (Romeni, Arrakis)
    • Specialized Ceramasteal industry(Romeni, Arrakis)
    • Petrochemical Engineering research faciltiy (Rykun, arrakis)
  • Unit Groups
    • Phobos Yacht (Arrakis) (no orders)
      1 Republic Frog-class Yacht
    • Strike Team One (arrakis) (no orders)
      4 brigades Aries-class medium tanks, 6 brigades light armor
    • Desert Rats (arrakis) (guard fiefdoms)
      18 divisions infantry III, 14 brigades medium armor, 4 brigades heavy armor, 2 fighter squadrons
    • House Guard (E2) (guard fiefdoms)
      4 divisions infantry II, 1 brigade Aries-class medium tank, 1 fighter squadron
  • Action-Capable Characters:
    • Philipe Van Gar (sceptreholder): military-minded, industrialist, political, determined, stubborn, impolite (errovus secondus)
    • Heifel Aries: formal training in chemistry and petroleum engineering, pious

House Sanctious’Als (Hbar)
Spoiler :

House Sanctious’Als

ouse Sanctious Als has one of the oldest and most prestigious lines of nobility. It can follow its family line back to the priests and nobility of the ‘Als prior to the soulwars. While undoubtedly the ‘Als were some of the biggest losers of the Soulwars, their proximity and long-lasting trade agreements with the Halluchuirp allowed them to adapt to the resource race and industrial development of the coming centuries with ease and when it came time to take to the stars, the ‘Als nation performed very well and conquered many worlds including extensive fiefs on both Arrakis and especially Clarke.

During the aftermath of the symbiot wars, a time many refer to as the Emperor Wars, the Als were considered one of the 10 major royal houses and potential candidates for the Phoenix throne. But then they made an enemy that proved too great. The ‘Als were always prone to heresy and ancient worship of their heathen goddess had always continued through the ages. During the Emperor wars the Als deployed these ancient and deplorable heresies once again in a bid to conquer their neighbors. The Orthodoxy and the Avestites were soon alerted and the great house was promptly excommunicated. An orbital bombing campaign soon reduced the central fiefs of the Als on Clarke to craters and dust and isolated smaller fiefdoms while the fiefs of Arrakis were quick to declare their independence from the heretic central families and rebrand themselves the Sanctious Als. While the Avestites adopted the Clarke fiefs as their own, the Sanctious Als of Arrakis adopted new and dedicated holy ways. Their overnight conversion is a thing of legends for, if the courtly rumors are true, their immoral exploits prior to conversion were just as legendary.

House Sanctiuos ‘Als now upholds rigid codes of etiquette, tradition and honour. They now pursue the scriptures as fanatically as they once chased pleasure and heresy. Now a deeply pious house, have a close connection to the Orthodoxy and the Avestites. This sense of traditionalism and orthodoxy may seem stringent to some of its more rebellious members but House Sanctious ‘Als feels it has a lot to make up for.

While other nobles may snicker at the faithful lords, they more often fear the Sanctious ‘Als, for this family has proved implacable on both the battlefield (especially against the Albriño) and at court. To House Sanctious ‘Als, structure is an imperative, humanity has its place before the Pancreator, and serfs have their place before the nobility. Their vassals are fiercely loyal, for they know their place in the Pancreator's plan.

  • Economics:
    • Treasury: 35 MF
    • Income: +23 MF
  • Technology:
    • Physics: 3 (0/40, +5)
    • Biotech: 3 (0/40, +5)
    • Society: 3 (0/40, +5)
  • Military Quality
    • Army corps: 3
    • Air corps: 2
    • Navy corps: 0
    • Space corps: 1
    • Maggicks: 1
    • Intrigue: 3
  • Reputation:
    • Popularity: 5
    • Noblesse: 3
    • Piety: 6
    • Profitability: 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.
  • Fiefdoms
    • Commercial Plantations: figs, oranges, limes, nuts produced in large quantities and packaged for export (arrakis)
    • Fruit Processing Centers (Ter'Als, arrakis)
    • Sandstone Quary (stoneworks industry) (arrakis)
  • Unit Groups
    • Ark of Worlds (Arrakis) (no orders)
      1 Republic Frog-class Yacht
    • Fire Angels (arrakis)
      2 company Burnt Angel, 1 Imperium Damselfly-class Dropship
    • Shield of the Faithful (arrakis) (guard fiefs)
      8 divisions infantry III, 8 brigades medium armor, 2 squadrons fighters
    • Purifying Fire (E2) (guard fiefs)
      3 divisions infantry III, 1 squadron fighters
  • Action-Capable Characters:
    • Ophit’Al (sceptreholder): garrison combat experience, hardened, honorable, very pious (errovus secondus)
    • Belgit’Al: loyal, chivalrous, pious, inexperienced
 
Minor Noble Houses

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House Texier (spryllino)

Spoiler :

House Texier

Though not of a long and noble lineage, the nobles of house Texier were once a great royal house based on Clarke that vied for rulership of the known worlds. During the scramble for artifacts of the Grand Republic their aggressive posturing and open annexation of what other houses considered their territory led to prolonged wars of attrition and ultimately their near extinction.


They managed to secure their survival by giving up their holdings beyond Errovus Secondus and becoming masters of Noble and Courtly etiquette. In so doing, they also become politically neutral - friends to all and enemies of none. Polite, cultured, bureaucratic and extremely sophisticated these nobles often lend themselves to the education of the youth of more prestigious houses. Their lack of assets and political bent has allowed them to become valued neutral arbitrators in noble conflicts, a position that they hold sacrosanct. This has also given them a growing degree of influence and prestige as more and more nobles of other houses come to rely upon them to act as advisors, seneschals and chamberlains

  • Economics:
    • Treasury: 35 MF
    • Income: +18 MF
  • Technology:
    • Physics: 3 (0/40, +5)
    • Biotech: 3 (0/40, +10)
    • Society: 4 (0/50, +20)
  • Military Quality
    • Army corps: 2
    • Air corps: 2
    • Navy corps: 1
    • Space corps: 0
    • Maggicks: 0
    • Intrigue: 4
  • Reputation:
    • Popularity: 4
    • Noblesse: 6
    • Piety: 4
    • Profitability: 5
  • Policy
    • Diplomacy and Neutrality
      House Texier will train its diplomats especially, and continue to behave in a fashion that appears dutiful and loyal towards the empire and that also appears neutral. All members of the House shall be brought up to adhere to this ideal almost as if they were some sort of monastical order; we aim to become almost professional in what we are already known for. Maintain our present holdings and try and make them as profitable as possible, but do not expand them; do not offend anybody; however, do not allow others to take advantage of us by taking control of our assets or something like that
  • Fiefdoms
    • Rice farms (errovus secondus)
    • Agricultural research facility (errovus secondus)
    • Political Academy (errovus secondus)
  • Unit Groups
    • Transport (Errovus Secondus) (no orders)
      1 Republic Frog-class Yacht
    • Texier Guard (Errovus Secondus) (defend fiefs)
      21 divisions infantry III, 18 brigades light armor, 6 brigades medium armor, 7 brigades heavy armor, 14 squadrons fighters, 8 squadrons bombers
  • Action-Capable Characters:
    • Jyut Texier (scepter-holder): rigidly neutral, unassuming, unrivaled negotiator, cowardly, effeminate, pederast, current imperial eye commander (errovus secondus)
    • Guiss Texier: inexperienced, temper (errovus secondus)

House Kilgore (Circuit)
Spoiler :

House Kilgore

The highly-elite 3153rd Aerospace-Cav unit (the Ravens Wild) was one of the Grand Republic central government’s Mobile Response Units, a tightly-knit mechanized corps of starships, dropships, gunships, and elite infantry. Detached to the rebellious world of Cadavus during the early stages of the Fall, the 3153rd put down many local rebellions with it’s lightning-warfare “death from above” strategy. When the Grand Republican central government collapsed, leaving the 3153rd stranded and purposeless, the comrades-in-arms became nobles dedicated to preserving stability and order. House Kilgore’s advanced tactics and equipment helped it expand at meteoric proportions, using the spoils of battle to enrich its growth, and rarely losing an engagement. As several outlying houses and ambitious local governments banded together and their forces swarmed over Cadavus, however, the unit became outmatched and retreated through the jumpgate. Over the years, they have forgotten their mandate to preserve stability and order, becoming wanderers, nomads, and mountain people at best, roving robber barons at worst. As much of their equipment has been lost or destroyed, only the highest-up in the house have access to the starships and skimmers, but the old division’s motto of “death from above” has not been forgotten, and the members of the house have developed a reverence for height and the sky, and now tend to settle in mountainous terrain, from which they stage raids on the undefended plains folk around in order to maintain enough money to survive. The house is renowned for its mastery of military strategy and even the most petty bandits that the house musters have been known to use quite sophisticated tactics on the battlefield. Indeed, the house’s penchant for unexpected, utterly devastating hit-and-run tactics, utilizing shock troops and outriders, as well as airborne units, to the utmost effect, makes it a quite dangerous foe and they are responsible for much of the damage done to house Texier on Clarke and Xicier on Arrakis.

Though many members of the house are little better than robber barons leading tribes of nomads, they all believe quite strongly in warrior honor and some are quite chivalrous, especially the ones that have managed to claim land in high places. On the whole, however, their nomadic tendencies make them less likely to worry about the damage they wreak, and more likely to attack indiscriminately. House Kilgore has some presence on Arrakis, Incellia and its most fortified holdings are on Hubbard. Though robbers and bandits, they are also successful shepherds and day to day life for their serfs revolves around their herds.

  • Economics:
    • Treasury: 35 MF
    • Income: +21 MF
  • Technology:
    • Physics: 3 (0/40, +8)
    • Biotech: 3 (0/40, +7)
    • Society: 3 (0/40, +8)
  • Military Quality
    • Army corps: 4
    • Air corps: 4
    • Navy corps: 1
    • Space corps: 2
    • Maggicks: 0
    • Intrigue: 2
  • Reputation:
    • Popularity: 5
    • Noblesse: 4
    • Piety: 3
    • Profitability: 3
  • Policy
    • (implement a policy)
  • Fiefdoms
    • Choyr Military Officer’s Academy (Choyr, Hubbard)
    • Planetary Military Aerospaceport (no capacity for ships larger then personnel transport or fighters/bombers) (Choyr, Hubbard)
  • Unit Groups
    • (please name UG) (Arrakis) (no orders)
      1 Republic Frog-class Yacht
    • 3153rd Aerospace-Cav (arrakis) (no orders)
      4 company marauder drop legion, 2 Imperium Damselfly-class Dropships
    • (please name UG) (Arrakis) (guard fiefs)
      2 divisions infantry I, 14 divisions infantry II, 2 brigades light armor, 4 brigades heavy armor, 6 squadrons fighters, 4 squadrons bombers
    • (please name UG) (Hubbard) (guard fiefs)
      3 divisions infantry I, 6 divisions infantry II, 4 squadrons fighters
    • 2nd Aerospace Bomber division (hubbard)
      2 squadrons Dauntless-Class Dive-Bombers
  • Action-Capable Characters:
    • General Iferius Bliel (scepter-holder): military fleet command experience, tactician, officer training, impolite, unpious, honor-bound (arrakis)
    • Cav-Commander Desiree Jeltat: trained as a fighter pilot, officer training, chivalrous, traditionalist (hubbard)

House Xicier (Blackbard)
Spoiler :

House Xicier
Like house Vanari, house Xicier can trace it lineage back to the grand corporations of the diaspora when the X-Scape corporation specialized in transport, tourism and colonial development.

The Xicier company allied itself with the Grand Republic and soon adopted several lucrative development and transportation contracts though no real territorial or market control.

During the ensuing centuries the Xicier remodeled themselves as a noble house when the Grand Republic fell though they maintained close relations with the league and grew very distrustful of the church’s power.

During the symbiot invasions, the Xicier lost all their holdings outside Arrakis and even here they fought tooth and nail for their verdant valleys and floodplains. Finally the symbiots were repelled and soon in their wake the weakened Xicier house was easy prey for the raiders of House Killgore. Much of their technology and resources were stolen by these raiders and today House Xicier is but a mere fragment of its former glory.

Though it maintains close relations with the league, house Xicier has little friends amongst the church or other noble houses who see it merely as a dying remnant of a by-gone age.

Today House Xicier maintains a thriving commercial agriculture operation specializing in cotton, flax, coffee and tea. It has little offensive capacity to speak of and relies on its numerous fortresses to protect itself.

  • Economics:
    • Treasury: 35 MF
    • Income: +29 MF
  • Technology:
    • Physics: 3 (0/40, +5)
    • Biotech: 3 (0/40, +5)
    • Society: 3 (0/40, +5)
  • Military Quality
    • Army corps: 3
    • Air corps: 2
    • Navy corps: 0
    • Space corps: 0
    • Maggicks: 0
    • Intrigue: 2
  • Reputation:
    • Popularity: 4
    • Noblesse: 4
    • Piety: 3
    • Profitability: 6
  • Policy
    • (implement a policy)
  • Fiefdoms
    • Great Valley Fortification Belt: A series of anti-air and anti-infantry fortifications spanning the great agricultural areas of Xicier Arrakis (arrakis)
    • Plantations (cotton, flax, coffee, tea) (arrakis)
    • Textile Mills (cotton cloth, linen cloth) (Bejaia, arrakis)
    • Solar Power plants (Damietta, arrakis)
  • Unit Groups
    • (please name UG) (Arrakis) (no orders)
      1 Republic Frog-class Yacht
    • (please name UG) (Arrakis) (guard fiefs)
      14 divisions infantry II, 6 divisions infantry III, 9 brigades medium armor, 3 brigades heavy armor, 4 squadrons fighters
    • (please name UG) (E2) (guard fiefs)
      4 divisions infantry III, 4 brigades medium armor, 3 squadrons fighters
  • Action-Capable Characters:
    • Tulong Xicier (scepter-bound), business-minded, green thumb, not religious (arrakis)
    • Chin Yee Xicier, business minded, naïve, beautiful (arrakis)

House Eekin (germanicus12)
Spoiler :

House Eekin

Best known for once-emperor Vladimir Eekin, this noble house was once one of the royal five but has since fallen, some might say by the work wrought by Emperor Vladimir himself, and lost much of its territory and influence.

The Eekin can trace their proud warrior-heritage back to days prior to the soulwars and it said that Eekin island on Holy Errovus remains a bastion to St. Baleious and Eekin culture.

During the diaspora the Eekin remained religious warriors with an aptitude for space-based combat and both piracy and orbital security. They retained their identity by retaining a homeland on Holy Errovus, a language with ancient roots, and a tradition of intramarriage.

When the Grand Republic fell, it was a true blessing for the Eekin as they operated already much like the modern noble houses and their religion and close ties to the existing church made them well suited to the new politics of Divesture.

When the symbiots came the Eekin marines were up to the challenge and many a boarding ship was filled to the brim with towering blond-haired warriors of the Eekin. Additionally, the Eekin and the church worked together to found the Brothers Battle who’s primary purpose soon became defense against the Symbiot threat (though they also protected serfs and freemen on holy pilgrimages alike).

Today House Eekin continues its tradition of martial prowess and both naval and space exploration and combat from its new homelands on Clarke (its island home on Holy Errovus passing onto the Brothers Battle). It is worth noting that it is through the reformations of Emperor Vladimir of this house that House Eekin most lost influence and power as its once great fleets were confiscated by the imperial fleet and its fiefdoms on Hubbard were granted to the Imperial Garrison. Some Eekin nobles are proud of this sacrifice and point to their history of altruism as a model for others while others are just bitter for the loss of power and influence.

House Eekin, though a martial house ready for battle at a moment’s notice considers itself honorable and chivalrous and does not fight without reason.

  • Economics:
    • Treasury: 35 MF
    • Income: +23 MF
  • Technology:
    • Physics: 3 (0/40, +5)
    • Biotech: 3 (0/40, +7)
    • Society: 3 (0/40, +10)
  • Military Quality
    • Army corps: 2
    • Air corps: 2
    • Navy corps: 4
    • Space corps: 3
    • Maggicks: 0
    • Intrigue: 2
  • Reputation:
    • Popularity: 4
    • Noblesse: 5
    • Piety: 5
    • Profitability: 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.
  • Fiefdoms
    • Military Academy, specializes in training soldiers for battle in difficult terrain and in ship to ship combat (Clarke
    • Ore mines and refineries (Skövde, Clarke)
    • Naval drydocks (Skövde, Clarke)
    • Aquaculture ‘see salad’ farm (Clarke)
  • Unit Groups
    • 1st Fleet (Arrakis) (no orders)
      1 Republic Frog-class Yacht
    • The Fist of Baelious (orbiting Clarke) (defend Clarke fiefdoms)
      1 Valant Sun-Class Destroyer, 1 Damselfly-class Dropship, 1 Grimson Legion
    • The Hawks of War (Clarke) (no orders)
      4 divisions 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)
      5 divisions infantry III, 2 squadrons fighters
  • 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
    • Lady Ysyrin Eekin, delicate physique, skilled orator, military officer’s training, inexperienced

House Remillard (Mgsmuhammad)
Spoiler :

House Remillard

The Remillard House arose from the ashes of the Grand Republic as a planetary government, but like the noble houses, it was governed by a dedicated family, the Remillards. So, with the fall of the Grand Republic the Remillard were well suited to adopting a position as a noble house.

When the Symbiots came the Remillard and their planetary fiefdom of Pallicia was isolated from the known worlds of today by space-based Symbiot invaders and it was only through tremendous courage and sacrifice that a small fleet of ships was able to access the seat of noble interplanetary government on Errovus Secondus just as the jumpgates were closed. While hundreds of thousands of Remillard and their serfs had managed to flee their homeworld prior to its fall, there is no doubt as to the fate of Pallicia- today is must surely be a Symbiot hive.

In the aftermath of the Symbiot invasion the Remillards used their considerable technology and diplomatic skills to secure several fiefdoms in the northern and southern snow-bound regions of Incellia. The Remillards had found a new home. The family and its serfs seemed well suited to the harsh climate and soon turned to hunting and trapping and even to some limited agriculture during the very limited summer season (using greenhouses and biodomes to great effect). Today the romantic figure of the Remillard skier hopping over moguls and performing aerial acrobatics over a snow-filled hill is known to many children across all houses.

The Remillards had not lost all the technology they had gained during the fall of the Grand Republic and continued to apply the ‘youth engines’ they had rescued from the falling planet of Pallicia to their children and today the Remillard family spans over 8 living generations, all with the appearance of people in their 30s. This of course has several implications. Firstly every single fiefdom is managed by a direct family member and therefore the loyalty of the noble families is extreme. Secondly, it has brought the ire of the church but the Remillards themselves are a very religious family to begin with and were only too happy to share their ‘youth engines’ with their local parish priests and this has brought them the extreme loyalty of the local Orthodoxy both within their house and in the neighboring houses of Incillia. The Remillards have continued a very positive relationship with the Orthodoxy, and in particular its more liberal members and seem to have a knack for seeing the divisions within the church and making use of them to stymie any attempt by the church to investigate their ‘youth engines’ further.

A secondary technology they have also managed to save from their dying planet is the ‘rho field engine’, a device which is supposed to interact with planetary electromagnetic fields to lift and propel devices. The Orthodoxy has been working closely with the Remillards to develop this technology further but to date the technology has only resulted in the ‘rho egg’, an egg shaped flying 4-man vehicle that can quickly travel between Remillard fiefdoms carrying their thousands of scions. What application the churches have produced remains a mystery.

  • Economics:
    • Treasury: 35 MF
    • Income: +20 MF
  • Technology:
    • Physics: 4 (0/50, +25)
    • Biotech: 4 (0/50, +25)
    • Society: 3 (0/40, +5)
  • Military Quality
    • Army corps: 2
    • Air corps: 1
    • Navy corps: 2
    • Space corps: 0
    • Maggicks: 0
    • Intrigue: 3
  • Reputation:
    • Popularity: 5
    • Noblesse: 6
    • Piety: 5
    • Profitability: 4
  • Policy
    • Technological Supremacy in His Name
      attempt to boost the social tech growth
  • Fiefdoms
    • Rho-Field Research Facilities (Neigeville, incellia)
    • Long-Range, Large-Weight, Rho Research Facility (Neigeville, incellia)
    • Youth Engine Biomedical Research Facilitiees (Neigeville, incellia)
    • Tissue Regeneration Biomedical Research Facility (Neigeville, incellia)
  • Unit Groups
    • Incellian Express (Incellia) (no orders)
      1 Republic Frog-class Yacht
    • Frost Rangers (Incellia) (patrol wildlands)
      8 divisions rangers
    • 1st Incellian Battle Group (Incellia) (guard fiefs)
      7 divisions 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)
      4 divisions infantry III, 2 squadron fighter
  • Action-Capable Characters:
    • Remi Remillard (scepter-bound) noble air, romantic figure, handsome, passion for winter sports, politically connected, ambitious, aloof
    • Renee-anne Remillard, noble air, aloof, pragmatic

House Naprous (Toteone)
Spoiler :

House Naprous

The Naprous family is almost extinct today but where once one of the 10 royal houses with extensive holdings on Errovus Secondus, Incellia, and Arrakis.

During the Grand Republic the Naprous family were already very influential with significant holdings on various planets, all presided over by their family-owned (but republic-directed) company, Naprous corporation. When the Grand Republic fell they threw their lot in with the last of the central Republican government and soon, to their dismay, saw the rebel noble families overrunning one after another of the outlying worlds. Only when it became very obvious that the era of the republic was over did they finally turn on their masters and join the ranks of the grand noble families.

When the Symbiots came the Naprous were again slow to act and perhaps too willing to think that the threat was temporary, that it was but a passing problem and even as their holdings were being overrun continued to expand their olive oil, wine, specialty foods and cosmetics to new markets. Only when one of their major nation-sized olive orchards was completely overrun and infected by Symbiots did they react and by then it was too late. The Naprous lost everything on a huge number of planets.

And so, like so many, they fled their homeworlds and relocated to the centralized Errovus Secondus where it was said the church was successfully pushing the Symbiots back, at least in the short term. As the church and a variety of noble houses fought tooth and nail for their very existence the Naprous were again busy ensuring their financial and territorial existence and buying up or claiming what agricultural lands they could throughout Incellia, Arrakis and Errovus Secondus. When the gates were finally closed, they were already on their way to recovering their finances and were growing olives and grapes on Arrakis and already producing cosmetics and fine specialty foods on Incellia.

Then House Kilgore struck their assets on Incellia, killed all their nobles there and stole all their technology. Their serfs were scattered throughout the planet and pledged their allegiance to whomever would have them. No other noble house or church sect lifted a finger to help house Naprous.

Suddenly it was open season on house Naprous and their holdings on Arrakis were under attack by house Sanctious Als. The Naprous lost everything. Now all that remains are some half-flooded vineyards on Errovus Secondus. The Naprous have no high-technology and with the notabe exception of the ‘Authority’ guild, no real diplomatic friends. In the new era they are looking for a sponsor and a guardian.

  • Economics:
    • Treasury: 35 MF
    • Income: +17 MF
  • Technology:
    • Physics: 3 (0/40, +5)
    • Biotech: 3 (0/40, +5)
    • Society: 3 (0/40, +5)
  • Military Quality
    • Army corps: 2
    • Air corps: 1
    • Navy corps: 2
    • Space corps: 0
    • Maggicks: 0
    • Intrigue: 3
  • Reputation:
    • Popularity: 4
    • Noblesse: 4
    • Piety: 4
    • Profitability: 6
  • Policy
    • (implement a policy)
  • Fiefdoms
    • Vineyards: half-submerged by the rising swamps, these facilities have a history of making great wine (though modern times may not be the same story) (errovus secondus)
  • Unit Groups
    • Blue Light (Errovus Secondus) (no orders)
      1 Republic Frog-class Yacht
    • Dark Errors (Errovus Secondus) (no orders)
      4 units glass scalpel commandoes
    • Last Stand (Errovus Secondus) (guard fiefdoms)
      12 divisions infantry IV, 8 brigades light armor, 9 squadrons fighters, 4 squadrons bombers
  • Action-Capable Characters:
    • Ragel Naprous (scepter-bound), paranoid, quick to offend (errovus secondus)
    • Cathrinn Naprous - combat experience, intuitive, technician, attractive, well-travelled, introverted, target of rumours (errovus secondus)
 
League of Guilds

modern-artists

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.

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 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

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 Authority

  • 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 (E2) (no orders- looking for contract)
      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 (E2) (SOP: no orders- looking for contract)
      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)
  • 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
 
Religious Sects

SwanlandPriest.jpg

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 is perhaps the most ambitious of the current sceptreholders and 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.

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)

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)


 
The Imperium

Emperor.jpg

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 will take place this turn.

Reagent to the Phoenix Throne

Spoiler :

Reagent to the Phoenix Throne

  • Economics:
    • Treasury: 80 MF
    • Income: +80 MF
  • Technology:
    • Physics: 6 (0/70, +25)
    • Biotech: 6 (0/70, +20)
    • Society: 6 (0/70, +30)
  • Military Quality
    • Army corps: 6
    • Air corps: 6
    • Navy corps: 6
    • Space corps: 4
    • Maggicks: 3
    • Intrigue: 5
  • Fiefdoms
    • Grand planetary and orbital spaceport, both commerical and military applications, repair and maintenance of ships, oribital warehouses, cryostorage (errovus secondus)
    • 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)
    • Barracks and troop training facilities (errovus secondus)
    • Plastic Manufacturing (Errovus Secondus)
    • Weapons Manufacturing, speciality in ballistic weapons and short range missiles (Errovus Secondus)
    • Pharmaceuticals (errovus secondus)
    • Chemistry Manufacturing (errovus secondus)
    • Computers Development (errovus secondus)
    • Ore Mining and Refinery (Jeseske, hubbard)
    • Wool Weaving and Textile industry (Jeseske, hubbard)
    • Arrakis rail system (connects cities and villages of arrakis) (arrakis)
    • Oil Wells and Refineries (Hawif, arrakis)
    • Farmlands (arrakis)
    • Planetary spaceport (Dacia, arrakis)
    • Oil wells and refineries (arrakis)
    • Farming and aquaculture (Tofairy, incillia)
    • Rare mineral mining operations (Alice, incillia)
    • Farming and aquaculture (Alice, incillia)
    • Planetary Aerospaceport (Alice, incillia)
    • Fishing and trade (Carrice, clarke)
  • Unit Groups
    • Phoenix Guard (errovus secondus) (guard Imperial reagent)
      14 companies Phoenix Guard
    • Regency Guard E2 (E2) (guard fiefs)
      12 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, 12 divisions 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, 11 divisions 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, 7 divisions infantry IV, 2 brigades Boar-class armor, 1 batteries Vengeance-class artillery, 3 squadrons stinger-class aerospace fighters
    • Regency Royals Guild Fleet 1 (E2) (jump: Hubbard, trade for imperium, jump: Arrakis, trade for imperium, jump: Clarke, trade for imperium, jump: Incellia, jump: E2, trade for imperium, repair)
      1 Rabid-Class Destroyer, 1 VK-II-class freighter (hubbard)
    • Regency Guard Clarke (Clarke) (guard fiefs)
      1 companies Grimson Legion, 1 divisions infantry IV, 6 divisions infantry II
    • Manifest Light Legion (stigmata) (guard garrison headquarters, jumpgate)
      12 companies Phoenx Guard

Imperium Fleet
Spoiler :

Imperium Fleet

  • Economics:
    • Treasury: 50 MF
    • Income: +41 MF
  • Technology:
    • Physics: 6 (0/70, +20)
    • Biotech: 6 (0/70, +20)
    • Society: 6 (0/70, +15)
  • Military Quality
    • Army corps: 4
    • Air corps: 7
    • Navy corps: 3
    • Space corps: 5
    • Maggicks: 0
    • Intrigue: 3
  • Fiefdoms
    • Orbital Drydocks: one of only three facilities in the known world capable of producing jump-capable ships (Errovus Secondus)
    • Weapons Facilities: specialization in missile targeting and propellant development (Errovus Secondus)
    • Physics Research Facility: specialization in aeronautics and space flight (Errovus Secondus)
    • Chemistry and Plastics Manufacturing Facilities (Errovus Secondus)
    • Barracks and Pilot training facility (Errovus Secondus)
    • Molyvet Ore Mining and Refining Facilities, export through the Windigo 2 Imperial Garrison Feif (Hubbard)
    • Oil Fields and Refineries (Arrakis)
    • Bemlam Experimental Pharmaceutical Crop Farms (Arrakis)
    • Gataca: training facility (arrakis)
    • Combat Space/Airport: equipped for only rudimentary freight shipping, this is a purely combat-oriented orbital and planetary space and airport for the maintenance and re-equipping of the Stigmata fleet (stigmata)
  • Unit Groups
    • Fleet Command Guardians (E2) (guard fiefs)
      8 companies garrison legion, 2 divisions infantry IV
    • Fleet Flying Knives (E2) (assist Imperium combat groups)
      4 squadrons stinger-class aerospace fighters
    • Heart of Man (stigmata) (guard planetary aerospace port)
      3 companies garrison legion, 14 divisions infantry IV
    • Fingers of Man (stigmata orbital aerospace port) (guard orbital aerospace port)
      5 companies Scarabeidae, 5 squadrons stinger-class aerospace fighters, 3 squadrons dauntless-class aerospace bombers
    • Grace of Man (stigmata) (guard the downed jumpgate against Symbiot)
      1 Monitor-class battleships, 1 spider class battleship, 1 admiral class carriers, 3 squadrons stinger-class aerospace fighters, 1 squadron dauntless class aerospace dive-bombers, 1 white-sky cruisers, 2 Valant-class destroyers, 2 rabid-class destroyers, 4 raptor-class frigates
    • Mercy of Man (stigmata) (guard the downed jumpgate against Symbiot)
      1 Monitor-class battleships, 1 admiral class carriers, 4 squadrons stinger-class aerospace fighters, 1 white-sky cruisers, 2 Valant-class destroyers, 3 rabid-class destroyers, 2 raptor-class frigates, 4 Damsel-Class dropships, 4 companies Scarabeidae
    • Moon’s Sliver (stigmata) (harry Symbiot unguarded vessels)
      6 cricket-class frigates
    • Nobility of Man (arrakis) (no orders)
      1 White-Sky-class cruiser, 2 rabid-class destroyers, 2 raptor-class frigates

Imperium Garrison
Spoiler :

Imperium Garrison

  • Economics:
    • Treasury: 50 MF
    • Income: +39 MF
  • Technology:
    • Physics: 6 (0/70, +10)
    • Biotech: 5 (0/60, +10)
    • Society: 6 (0/70, +10)
  • Military Quality
    • Army corps: 7
    • Air corps: 4
    • Navy corps: 3
    • Space corps: 3
    • Maggicks: 0
    • Intrigue: 3
  • Fiefdoms
    • Military Industrial Factories: specialize in production of ceramsteel armor, automatic ballistic weapons, missiles, artillery weapons (E2)
    • Courage Farming Facilities: uses high-tech farming to produce grain (Incellia)
    • Mining and Refining facilities: uses high-tech mining operations to produce ores for weapons manufacturing for both the imperial garrison and the imperial fleet (Hubbard)
    • Planetary Spaceport (Windigo II, Hubbard)
    • Rail: Extensive rail networks to access major cities and countless smaller mining operations (Hubbard)
    • 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)
    • Barracks: training facility (Windigo II, Hubbard)
  • Unit Groups
    • Garrison Command Guardians (E2) (guard fiefs)
      12 companies garrison legion, 2 divisions infantry IV, 6 brigades boar-class imperium tank, 4 batteries Vengeance-Class Imperium Artillery
    • Imperium Troop Transport (E2) (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 120,000)
    • Garrison Resource Guardians (Hubbard) (guard fiefs)
      4 companies garrison legion, 2 divisoins infantry IV, 2 brigades boar-class imperium tank, 5 batteries Vengeance-Class Imperium Artillery
    • 2nd Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
      4 companies garrison legion, 28 divisions infantry IV, 18 batteries Vengeance-Class Imperium Artillery
    • 3rd Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
      10 companies garrison legion, 6 brigades boar-class imperium tank
    • 5th Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
      10 companies garrison legion, 6 brigades boar-class imperium tank
    • 6th Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
      10 companies garrison legion, 6 brigades boar-class imperium tank
    • 7th Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
      10 companies garrison legion, 6 brigades boar-class imperium tank
    • 9th Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
      10 companies garrison legion, 6 brigades boar-class imperium tank
    • 11th Imperial Garrison Legion (Stigmata) (guard fortress, downed jumpgate)
      10 companies garrison legion, 6 brigades boar-class imperium tank

Imperium Eye
Spoiler :

Imperium Garrison

  • Economics:
    • Treasury: 50 MF
    • Income: +31 MF
  • Technology:
    • Physics: 5 (0/60, +15)
    • Biotech: 6 (0/70, +25)
    • Society: 6 (0/70, +25)
  • Military Quality
    • Army corps: 4
    • Air corps: 4
    • Navy corps: 3
    • Space corps: 2
    • Maggicks: 0
    • Intrigue: 8
  • Fiefdoms
    • Intelligence Headquarters: sizeable thinking machine facilities, databases of intelligence gathering data, intelligence processing centre (errovus secondus)
    • Training Facilities: trains intelligence operatives (errovus secondus)
    • Weapons Manufacturing Plants: specialization in miniaturization and concealment as well as biological integration (assimov)
    • Chemistry Plants: many exotic chemicals, often for use in the pharmaceutical industry are produced here both for use by the imperial eye and for sale to help alleviate cost (assimov)
    • Planetary Spaceport (very limited, no commercial or major freight capacity- mostly just for landing transports and launching aerospace fighters (assimov)
    • Weapons research facilities (assimov)
    • Stealth Technology research facilities (assimov)
    • Biotech research facilities (assimov)
    • Chemistry research facilities (assimov)
    • 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)
  • Unit Groups
    • Eye Command Guardians (E2) (guard fiefs)
      4 companies glass scalpel commandoes, 6 companies garrison legion
    • The Eye’s Hat (Assimov) (guard fiefs)
      8 companies glass scalpel commandoes, 14 companies garrison legion
    • The Eye’s Cane (Assimov) (guard planetary spaceport)
      8 squadrons stinger-class aerospace fighters
    • Operations Transport- alpha (E2) (no orders)
      1 Bat-class Yacht
    • Operations Transport- beta (E2) (no orders)
      1 Bat-class Yacht
    • Operations Transport- gamma (Assimov) (no orders)
      1 Bat-class Yacht
 

THE KNOWN WORLDS

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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.

Complex%20at%20the%20Centre%20of%20the%20Universe%20Staszek%20Marek%20NVart.jpg

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.

spaceship%2B3.jpg

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 :
34pm494.jpg


Major Fiefdoms:

Freemen Population with No Leige: Population 390,000,000
(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 Koriate: Serf population of 4,200,000

Noble House Klorin: Serf population of nearly 3,700,000

Noble House of the Holy Gate: Serf population of 800,000

Noble House Hyppean: Serf population of 1,200,000

Noble House Quin: Serf population of 430,000

Noble House Tsedeq: Serf population of 700,000

Noble House Bossheim: Serf population of 42,000

Noble House Thana: Serf population of 32,000

Noble House Vanari: Serf population of 315,000

Noble House Sanctious’Als: Serf population of 28,000

Noble House Texier: Serf population of 720,000

Noble House Xicier: Serf population of 245,000

Noble House Eekin: Serf population of 1,220,000

Noble House Remillard: Serf population of 160,000

Noble House Albriño: Serf population of 2,100,000

Guild House The Authority: Serf population 11,820,000, Freemen population 980,000

Church Sect Orthodoxy: Serf population of 2,200,000, Clergymen population of 650,000

Imperium Regent: Serf population of 31,000,000

Imperium Garrison: Serf population of 1,800,000

Imperium Fleet: Serf population of 4,200,000

Imperium Eye: Serf population of 400,000

Leagueheim

Spoiler :
eor2wt3.jpg

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 :
2rconqp.jpg

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 are almost exclusively imported from Holy Errovus and other planets.

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 :
l8swm.jpg


Major Fiefdoms:

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.

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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 :
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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.

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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 :
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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 :
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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.

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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 :
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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)
 

Trade Contracts, Treaties, and Alliances

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Description

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


Trade Agreements
Spoiler :

There are no trade agreements in place involving player-nations as of yet.


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'.
 

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.

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.

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Infantry
Spoiler :

Infantry I
Cost: 1MF for 1 division
Tech Requirements: none
Developed In: n/a
Developed By: n/a
Usable By: all
Unit Size: 30,000 Soldiers

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

Death Guard
Cost: 1MF for 1 division
Tech Requirements: biotech 3, social 3
Developed In: ???
Developed By: House Bossheim
Usable By: House Bossheim
Unit Size: 10,000 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".

Infantry II
Cost: 1MF for 1 division
Tech Requirements: 1 physics, 1 social
Developed In: n/a
Developed By: n/a
Usable By: all
Light Weapons: 1
Unit size: 10,000 Soldiers

World-war 1 era infantry division

Infantry III
Cost: 2MF for 1 division
Tech Requirements: 2 physics, 1 biotech, 2 social
Developed In: n/a
Developed By: n/a
Usable By: all
Light Weapons: 2
Unit size: 10,000 Soldiers

World-war II era infantry division.

Infantry IV
Cost: 3MF for 1 division
Tech Requirements: 4 physics, 3 biotech, 4 social
Developed In: n/a
Developed By: n/a
Usable By: Imperium (all), Reeves, Society of Engineers, Charioteers
Light Weapons: 3
Unit size: 10,000 Soldiers

Modern infantry.

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

Glass Scalpel Commandoes
Cost: 3 MF for 1 Battalion
Tech Requirements: 3 physics, 2 biotech, 3 social
Other Requirements: 3 intrigue quality
Developed In: 2217
Developed By: Imperial Eye
Usable By: Imperium (all), House Koriate, House Querry, House Klorin, House Quin, House Tsedeq, House Sanctious’Als, House Texier, House Remillard, House Albriño
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 physics, 4 biotech, 5 social
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 physics, 3 biotech, 3 social
Other Requirements: 2 intrigue quality
Developed In: 2919
Developed By: House Quin
Usable By: Houses Quin, Remillard
Light Weapons: 3
Heavy Weapons: 1
Stealth: 1
Unit size: 2,400 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.

Steel Fang-Class Commandoes
Cost: ??? for 1 Battalion
Tech Requirements: 5 physics, 4 biotech, 4 social
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 battalion
Tech Requirements: 4 physics, 7 biotech, 5 social
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 physics, 5 biotech, 4 social
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.

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

Marauder-Drop Legion
Cost: 6 MF for 1 Company
Tech Requirements: 4 physics, 5 biotech, 4 social
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.

House Kilgore can design this unit for half price.

Grimson Legion
Cost: 6 MF for 1 Company
Tech Requirements: 5 physics, 5 biotech, 5 social
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.

House Eekin can design this unit for half price.

Burnt Angels Legion
Cost: ??? for 1 Company
Tech Requirements: 3 physics, 5 biotech, 5 social
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.

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 physics, 5 biotech, 5 social
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.

Scarabeidae- Legion
Cost: 7 MF for 1 Company
Tech Requirements: 5 physics, 5 biotech, 5 social
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
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.

Phoenix Guard
Cost: 12MF for 1 Company
Tech Requirements: 6 physics, 7 biotech, 7 social
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.



Thaumaturgists
Spoiler :


Charoum
Cost: 4MF for 1 nine-to-twelve person coven
Tech Requirements: 1 physics, 1 biotech, 2 social
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 physics, 1 biotech, 2 social
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).



Armored Vehicles
Spoiler :


Light Armor
Cost: 2 MF for 1 Brigade
Tech Requirements: 2 physics, 2 biotech, 2 social
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 physics, 2 biotech, 2 social
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 physics, 2 social
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 physics, 4 biotech, 5 social
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.

Aries-Class Medium Tank
Cost: ??? for 1 Brigade
Tech Requirements: 5 physics, 6 biotech, 5 social
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.

Vengeance-Class Imperium Artillery
Cost: 7 MF for 1 Battery
Tech Requirements: 5 physics, 4 biotech, 5 social
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.


Navies
Spoiler :


Destroyer
Cost: 2 MF for 1 ship
Tech Requirements: 2 physics, 2 biotech, 2 social
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: ???
Tech Requirements: 4 physics, 4 biotech, 4 social
Developed In: 2967
Developed By: SoE
Usable By: SoE, The Authority
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 physics, 2 biotech, 2 social
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 physics, 2 biotech, 2 social
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 physics, 2 biotech, 2 social
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 physics, 2 biotech, 3 social
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.


Aircraft
Spoiler :


Fighters
Cost: 2 MF for 1 squadron
Tech Requirements: 2 physics, 2 biotech, 2 social
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 physics, 2 biotech, 2 social
Developed In: n/a
Developed By: n/a
Usable By: all
Heavy Weapons: 3
Atmospheric Mobility: 1
Range: 1100km

World-war II-era bombers

Valkyrie-Class Gunships
Cost: 4MF for 1 twelve gunship squadron
Tech Requirements: 3 physics, 2 biotech. 3 social
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 physics, 4 biotech. 5 social
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

16sci-fi01-m31.jpg

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 physics, 4 biotech, 4 social
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 physics, 7 biotech, 7 social
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 physics of which remain unexplained by modern shipwrights.

Imperium Damselfly-class Dropship
Cost: 15 MF for 1 ship
Tech Requirements: 5 physics, 5 biotech, 5 social
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.


Freighters
Spoiler :

League VK-II-Class Freighters
Cost: 42 MF
Tech Requirements: 6 physics, 5 biotech, 4 social
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 OK-IV-Class Freighters
Cost: 29 MF
Tech Requirements: 5 physics, 5 biotech, 4 social
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 physics, 5 biotech, 5 social
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.


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 physics, 5 biotech, 4 social
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 physics, 6 biotech, 6 social
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 physics, 5 biotech, 5 social
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
Spoiler :

These ships, much like frigates, rely on speed and agility. Typically they are even smaller then the frigate and much more agile. They combine their speed with effective electronics to reduce their void signature. Interceptors are often employed like carrier-launched fighters but do not normally require a carrier. Interceptors often require extensive cybernetic interface with their pilot and as such the design, construction or operation of this craft outside the church is an act of heresy. Like frigates, interceptors occasionally have capacity to land directly on and or water. There are no known interceptors in operation.


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 physics, 5 biotech, 4 social
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 physics, 5 biotech, 5 social
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
Spoiler :


A subclass of destroyers, these ships are designed to operate behind enemy lines striking at enemy logistics. Compared to the similar destroyer-class spacecraft, the interdictor has much greater range and much reduced armaments. They are not meant to operate in a combat role where they might take extensive enemy fire. Unlike their destroyer cousins, the interdictor must be able to enter atmosphere so that it can launch strikes upon surface infrastructure. Landing in atmosphere is unknown. A requirement for successful application of an interdictor is the application of very small signatures or actual stealth technology. It is this limitation, as well as a requirement for atmospheric resistance that does not allow the production of this ship using modern techniques.


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 physics, 6 biotech, 6 social
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 physics, 6 biotech, 7 social
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.


Assault Cruisers
Spoiler :


A sub-designation of the cruiser, the assault cruiser is a much streamlined and technologically superior cousin of the cruiser designed for similar applications as its earlier cousin. Like the interceptor, the assault cruiser relies on extensive cybernetic links with both its multiple pilots and its gun crew to allow greater maneuverability, flexibility and precision. As such, its design, construction or operation is an act of open heresy.

There are no such spacecraft known to be left from the Grand Republic- the last of these vessels perished under the command of the beautified St. Cleary while defending the fallen Jumpgate of Stigmata.


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 Monitor-Class Battleship
Cost: ???
Tech Requirements: 7 physics, 7 biotech, 7 social
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 physics, 7 biotech, 7 social
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 physics, 7 biotech, 7 social
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.


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 physics, 5 biotech, 6 social
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.

Republic Dauntless-Class Dive-Bomber
Cost: 60 MF for 1 ten-bomber squadron
Tech Requirements: 6 physics, 5 biotech, 6 social
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.

 
You can post now.

Please note that this is a PRE-NES thread. The rules shown above are mostly decided upon but i am still working some aspects of those posts (like the military stats for the faction houses and all the imperium stuff- also i am in the midst of making new planetary maps, etc).

I hope you'll join me.


Now, some of you may realize that i had planned to run another Fantasy-type NES called ImmacuNES IV- i even sunk a lot of effort into the infrastructure for that game (and so too did a lot of players)- don't fret; i'll come back to that eventually. i just needed a break from moderating that setting and thought it would be fun to come back to this for awhile first.

So why am i moderating now? Because i enjoyed playing in a bunch of NESes as a player but then many of them are dying and the good ones (the ones that are surviving) are slow paced (maybe that tells us something about making a successful nes?) and i have the time and interest to moderate now.


Okay, so anyone want to play this?

I.
 
I'd like to go for House Klorin, Vanari or Thana.
 
I'm quite suprised about this to be honest. I have a few questions though.

What did you think of as the main problems with the previous version of this NES?
How will these problems be solved?
How will this differ from the previous version?

Tentatively signing up as the Holy Gate, thanks for the reservation :)
 
I'm quite suprised about this to be honest. I have a few questions though.

What did you think of as the main problems with the previous version of this NES?

I did not use numbers but descriptors for stats. I found that everything was too hard to 'quantify' and updating was difficult. Also, the trade system with ‘fair’, ‘unfair’ etcetera was unwieldy without providing benefits.

How will these problems be solved?

I will quantify stats directly with numbers. Trade will just be part of the Economy of a nation.

How will this differ from the previous version?

Overall it will be similar but there will be more 'guts' to the rules to make moderating it easier for me. Also- i am incorporating some rules from other NESes i liked- like unique unit designs (from the lizard king) and policies and standardized order sets (from Birdjaguar).
 
Okay that sounds good. The trade system was my main issue with the original ImmacuNES 2.
 
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