Tuesday, July 26, 2016

The Grand Crusade: Lesser Factions

The Great Factions are the primary movers and shakers of the politics of the Known Galaxies. There are, though, Lesser Factions, groups that have some influence on the interstellar stage, but not to the degree that the Great Factions do. Some of these Factions are split from larger Factions. Others are formerly larger Factions that have, over time, lost more and more ground; or just did not have the desire to spread beyond their initial borders. Others are places where only the desperate or the abandoned make their homes.

Do not mistake, though, the strength of a "Lesser" Faction. A number of them still exist only because they have been able to repel the advances of one faction or another. The following a list of the Lesser Factions of the Known Galaxy.

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Spheres of the First Nations

When the call for manpower and resources was sent out by the North American nations, the First Nations answered the call. The Native Americans provided as much work, assistance, and aid as possible to the Ark project. When the Ark launched into the stars, representatives from the First Nations and various Native American tribes, including some from Central America, headed into the stars.

The First Nations, to no one's real surprise were assigned worlds "appropriate" to their tribes. While they were not the reservations that so many tribes in the United States had been assigned to centuries ago, they were not close to the center of the Faction's territories. They were not the most mineral rich, or the most strategically located. They were, in a word, forgettable. Honestly, though, that is just what the First Nations wanted.

After approximately two centuries of quietly gathering resources, strength and numbers on their "forgettable" worlds; the First Nations made their split from the "Free" Northern Federation. Since they did not have representation in the Constitutional Senate, there was no large display of drama on the Senate floor. Since there were little business interests, there was no initially noticeable financial effect. The greatest impact was a blow to the Federation's ego. The departure was sudden and unquestionable. The newly declared "Spheres of the First Nations" became their own entity.

The FNF reeled from the announcement. In an attempt to "return their misguided brothers and sisters" to the Federation fold, the FNF began military action. This move was not overly popular among the population, though. There was the evil ZSS, on the opposite border, that was a greater threat than letting some group of "primitives"go off on their own. When the FNF arrived in the territories, they found it necessary to start fighting a ground war. The defensive fleet withdrew, regularly, so there were no naval victories. Fighting on the ground fared no better. Despite having much of the same units, as the Federation, they were also equipped with new, unseen weapons. These units used guerrilla tactics, and were able to use each planet's environment to amazing ability.

The conflict became a public relations nightmare. It did not help that the ZSS started making moves on their border, landing and claiming Border Worlds, one after another. The average citizen became more and more worried as to why there were more and more units committed to the "western" front, when the obvious real danger was the "eastern" front. They FNF reclimation forces were compelled to withdraw, and return to their regular conflicts against the "forces of tyranny and oppression".

The Spheres of the First Nations are worlds settled, primarily by the descendants of the numerous tribes and nations of the original inhabitants of North America. There are normally three to four different nations living on each world. They have kept many of their ancient traditions, but have not abandoned the technology that brought them to the stars. They maintain a defensive fleet, but have not organized military. Every member of the Sphere is expected to defend their homes and families should any Faction attempt to make a move against the Spheres.

There are a few worlds that also serve as havens for escaped mutals from the FNF. These worlds are often close to the center of the S.F.N., and the inhabitants adopted into tribes. They see many of the mutant animals as having strong spirit ties, and they are respected for that. It also adds to the anger against the Federation, for their corruption of the spirits of the animals they mutate. They are fiercely protected worlds.

The First Nations have a Great Council. This Council meets a few times each year, made up of tribal elders. They discuss the needs of their tribes, strengthen alliances, and generally work together to provide for the united defense of their Faction. They will also met in the case of emergencies, such as aggressive moves by the Federation or some other Faction.

Another interesting aspect to the S.F.N. is that each citizen is not given a "Faction" title. They are members of their tribe or nation, first and foremost. If you call them a "Spherian" or similar, you will be quickly corrected. Of course, this doesn't stop citizens from the Federation calling them such, much as the Americans called the Native Americans "Indians". The First Nations see this as an insult.

Also, do not believe that these are worlds filled with savages, abandoning the modern world. Some of the best hospitals, schools, as well as starfighter pilots and power armor commandos in the Known Galaxy can be found here. While they do not do a lot of their own manufacturing, they have many resource rich worlds, of which they respectfully and conservatively draw out the materials needed for trade and construction. This allows the Faction to trade with other organizations to get the technological, medical, and other things that they need.

Relation with other Factions: There is a simmering animosity between the Federation and the Spheres of the First Nation. The First Nations have no illusion that the Federation is waiting for the right moment to reclaim "their rightful territories". While the Spheres have decided on nonaggression with the Federation, there also has never been a peace treaty between the two Factions. For now, the Spheres prepare, once again, with a watchful eye towards the FNF, knowing it is only a matter of time. When that day comes, they will be ready.

When the Spheres of the First Nations were preparing to make their break from the Federation, they engaged in a bit of political manipulation. They reached out to the Star Council Union. Using the resources that the First Nations had gathered over centuries, they worked with the ZSS secretly to develop and build new robot vehicles and power armor, as well as supply the First Nations with weapons and standard armor. The ZSS welcomed the distraction that the separation would make. Ever since then, the ZSS and SFN have had an amicable relationship. While they do not openly announce this relationship, the FNF has suspected that it has existed for years. More so, since the ZSS has begun to use some power armor very similar to the ones found in the SFN.

The United Allies, and most other Factions see no reason to pester the SFN. They are small, or little consequence, and have proven to be able to hold their own. The United Allies actually do some trade with the Spheres, but it's not an open alliance.

The only other Faction that the Spheres has strong ties with is the Klinkolyth Refuge. This section of the Known Galaxy where many displaced Xenos races have been forced to retreat to is too similar to what happened to them. The Spheres maintain a faithful relations, allowing any Xenos that wishes, to come and live within their borders. These Xenos are vetted that they are not covert agents, or planning on using the Spheres as a base of operation for other activities, but most are accepted.

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The Star and Crescent Emirates

The area referred to back on Earth as "the Middle East" has always had a turbulent history. In attempting to escape the cataclysm on Earth, the nations of the "Muslim" world unified together, and launched into the heavens. For the first time in generations, they were a united force. Their Ark was not able to get nearly as far as some other Nations' but they made it to their new homes. Together they created the Star and Crescent Emirates, equal in power, unified in faith.

Unsurprisingly, the nation of Israel refused to leave the planet, assured that they would find a way to preserve their Holy Land.

Unfortunately, once safely in the stars, the various factions started to butt heads once again. The long swath, closest to what became known as the Horizon, erupted into conflicts between different groups. This stretch of worlds goes through phases, erupting into bloodshed and war for a few generations, then going quiet as the various groups lick their wounds, or see reason. Then the cycle begins again. There is one thing, though, that will bring all the groups together, and that is incursion from other Factions. There is no central power within the borders of the SCE, they are, as the name suggests a collection of separate Emirates, unified primarily in belief.

There has been a long history of invasion and intrusion from the main factions that border the Emirates. The Emirates used to be much wider. After a large number of "stabilization efforts" and "protection from [insert opposing Faction here]" from the Federation, and just plain, old "land grabs" from both the Union and Republic, the S.C.E. has narrowed and narrowed.

The S.C.E. has become somewhat desperate as time has gone by. Not gifted with robotic legions, advanced cybernetics, and refusing to use mutals at all, the SCE has had to revert to more desperate measures. The S.C.E. has managed to scavenge a number of old cybernetic frames from the Ravagers, the surviving units of the Steel Betrayal. They also have turned to chemical enhancements to soldiers. Using a blend of drugs, chemical concoctions, and some nanotechnology, the SCE has created voluntary units of "super-soldiers" to combat forces both outside and inside the Emirates. The only problem with these soldiers is, unless they are detoxed after a few years, they will die within 10 to 15 years of the application of the chemical harness. This due to the strain on the body, the "chem-boys" (though the harness are also used by female soldiers) is just too great, and eventually they burn out. Some choose to retire after a few years, while others see the use as a way to better serve their people, and are willing to sacrifice themselves for their cause.

Within the SCE, there are also a large number of Xenos-archelogical sites. These sites are occasionally explored and researched by scientists from through all Factions. Normally, these trips must go through a stack of paperwork as tall as a man, and more than a few credits must pass through a number of hands. Still, they are fascinating places. Oddly, all of these locations were abandoned long before humanity went to the stars. There were no Xenos settlements within the territories of the Emirates to expel, just empty ruins. Who they were, and why the occupants left are mysteries still being investigated.

Relation with other Factions: Almost every other Faction out there is an enemy. There is not one Faction that has assisted the SCE. They know that they are alone, cornered, and pinned against a wall. They also know that something is stirring within the Horizon.

The Emirates attempted centuries ago to creep back into the "Terran Quarantine Zone", to make up for losses to the other factions. They were already rebuffed by the "Defenders", they have experienced their tactics and technology. They decided to not stir up that hornets nest. They also decided not to let anyone else know.

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New African Amazonian Systems

Despite miles apart, and differences in culture and beliefs, an amazing alliance formed in the days of the Great Evacuation. A number of nations of South America and Africa joined together to create, not just one Ark, but five Arks. These Arks did something no other Ark did. While humanity was desperate to save itself, the members of this alliance decided to save not just themselves, but as many of the species of creatures as possible. Gathering genetic material, as well as living, breathing zoological samples, each Ark was filled to capacity with an attempt to have every aspect of the wide variety of Earth. When the Arks launched, they targeted, as best they could, worlds that could be as close to Earth as possible.

The N.A.A.S are a series of star systems filled with verdant life. Each planet is an animal refuge all to itself. The humans, and other beings, all live above each planet, in orbiters, to prevent tampering with the ecosystems that they have cultivated. This does not mean that no one goes planet side. Zoologist, botanist, and even tourists (after proper clearance) are able to go planetside, to study and observe the life forms for each world. The only thing not allowed on to any planet are hunters and poachers.

There is a black market out there for some animal parts, to be used in "herbal" medicines, or as wall decorations and rugs in the residences of the rich and powerful. To combat those that would rape the life that the NAAS worked so hard to protect, they have developed some of the most advanced sensors and patrol ships seen in any other Faction. Patrols orbit each planet is a system, as well as the Outer Edge. They are more heavily armed than any other patrol ships, as well as having the fastest and most powerful ion engines known to Man. Aboard each ship, the most through sensors; able to detect an insect, hidden in a smuggler's hold; are constantly scanning every ship that enters the systems.

You cannot enter a system without being tagged by a patrol ship, and each unauthorized ship is scanned and boarded. If there is evidence that you are a poacher, you are executed, on the spot. If you attempt to run, your ship is destroyed without mercy. If you some how make it past the patrols, and are caught leaving the planet, your ship is destroyed. If you manage to escape in a pod, or similar "life boat", that is destroyed. If you are carrying a live specimen off world, you are boarded, the animal is removed the ship, and you are shot dead. If you kill the animal, you are still shot dead, and then your ship blown up. You next of kin are then billed, and a Tracer (bounty hunter) is sent to collect.

This highly aggressive, and unrelenting, policy was put into place shortly after the establishment of the NAAS. While the worlds were being seeded with life, there was a sudden and almost disastrous rash of poaching. This horrific situation, it was determined could not be allowed to exist. The measures to prevent poaching became more and more aggressive, until it was decided to declare a state of war against poaching. It was determined that was the only way to stop the death of the life they had worked so hard to protect. They have escalated to a state of hyper-alertness and hyper-aggression to such a scale that successful poachers are more rare than the some of the life on the planets. The only hunters allowed in system are those that hunt with holo-cameras.

There has been one area of concern, that has been brought up by some tourist and Faction leaders. There are four worlds within the NAAS that are inhabited by formerly extinct life. Dinosaurs roam two worlds, while another is inhabited by creatures even older, mammal-like reptiles, primative dinosaurs, and aquatic creatures from even older epochs. The final planet is filled with Stone Age megafauna, and other animals long dead, most killed by Man's actions.

How the NAAS came by this creatures is unknown. The NAAS just says that it was from retro-tracing the genetic structures of a number of their existing animals and, basically, cloning them. That does not explain the wide diversity of these creatures. It's been rumored that the NAAS has developed a working time machine, but since such technology is impossible, such propositions are dismissed as fantasies of deranged minds and conspiracy theorists.

Relation with other Factions: The NAAS is on peaceful terms with almost all factions. The Federation has made overtures of a "stronger, more beneficial, alliance", basically turning the entire NAAS into a "protectorate" (colony) of the Federation. This has been turned down, time and time again. The Federation, though, does not dare invade, as both the UA and EE would rush to the NAAS' aid, and the ZSS would most assuredly take advantage of the situation. It is also frustrating to the FNF that the NAAS appears to be yet another safe haven for escaped mutals.

The only other Factions that has caused trouble for the NAAS are the Celestial People's Republic and the Star and Crescent Emirates. The Celestial People's Republic often use rare and exotic animal parts as ingredients in folk medicines. The NAAS' refusal to allow the hunting and collecting of animal parts from rhinos and the like has caused the CPR no end of frustration. Still, the CPR is too far away to actually launch military action. The SCE has also attempted to claim some of the creatures from the various worlds as their "rightful inheritance". This has been met with the answer, "If they were so important to you, why did you not take some with?".

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Oceanius

The Polynesian and Micronesian islands, along with Australia, New Zealand, and the Philippians, hit the jackpot when they declared their territories. These groups all joined together in creating their Ark. Similarly to the NAAS, they took with them some of their life, mostly marine creatures, like octopuses, dolphins and whales. They had a suspicion that where they wanted to go would allow them to free these creatures into their new environments. They were correct.

The Ark landed in a cluster of "water worlds", planets that were 90% or more oceans, or cut into a thousand islands by huge rivers of fresh water. It was a massive windfall for the Faction that would become Oceanius. While water was common on most inhabited worlds, there were a number that were dry, and needed the extra water. Periods of drought has also brought a demand for the precious liquid. There has been some question as the odds of planets, so close together, all so rich with water. It is unsure if this was just the "luck of the draw", or the result of some ancient manipulations.

Most cities on the worlds of Oceanius are either in orbit around the planet, floating cities on the surface of the water, or cities beneath the oceans. All of these are meant to have a limited effect on the water and ecosystems as possible.

This has caused this Faction to become one of the wealthiest in the Known Galaxy. They have purchased one of the finest fleets, to defend their vital planets. These ships were created by the Eternal Empire, specifically designed for Oceanius with smooth lines, almost as if they were meant to sail the waters of their oceans, as well as travel through the void of space.

They have also created the largest terrestrial naval fleets. While these fleets see very little action, often officers are "lent out" to other Factions when their conflicts require traditional naval battles.

It is also generally known that Oceanius has some of the largest Xenos inhabitants within it's borders, and on their planets. These Xenos are all aquatic based, and have, more the most part, come to live in cooperation with their human cohabitants.

Finally, there are rumors that Oceanius has been experimenting with a limited amount of genetic manipulations. Mutant aquatic animals, increased intelligence in some cetaceans and cephalopods, and possibly the creation of humans adapted to an aquatic life.

 Relation with other Factions: Oceanius, even more than the NAAS, is protected by its many alliances with the Factions. The planets of the Faction are considered all but sacred. Water is important, and any attempt to seize the worlds of this faction would result in every other Faction launching a massive effort to protect the water. For every world on every faction, the water must flow.

The only real threat to Oceanius is from the mad cyborgs called the Ravagers. These raiders will appear suddenly, often attempt to steal a large amount of water, as well as prisoners, and then attempt to leave again. It is mostly for this reason that Oceanius has the star fleet that it does.

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Klinkolyth Refuge

Humanity can be a plague. Like rats or locust, they bred quickly, and spread out from world to world, rarely giving a care of the indigenous life on each world. While in some Factions there are Xenos, as they collectively call any race that is not human, that have been given a limited amount of acceptance, most have been pushed off their homeworlds, and forced to find new places.

This is what the Klinkolyth Refuge is. It is that section of the Known Galaxy that most Xenos have fled to. It is known that this region is especially dense with habitable worlds. The majority of all the known Xenos races, and some unknown, can be found within the borders of the Refuge.

The Refuge, also called "Klink", is a territory mostly unexplored by humans. There have been attempts by various Factions to launch exploratory missions into the Klinkolyth Refuge. All of these have either been turned back, or they have been destroyed, often with a message sent to the respective Faction, apologizing for the destruction, and politely asking to leave the Refuge to it's privacy. This has caused most Factions from any further attempts to expand into that region.

This is not to say that there is no contact with the Xenos within the Refuge. There are a number of worlds on the outer edges that border against human controlled territories, that serve a number of factions. The world of Argian is where you go if you are looking for mercenaries, hired killers, bounty hunters, and the like. It is a rough world, with sharp edged buildings, matching the attitudes of those hired here. The world of Tasivina is a pleasure world. Here you can indulge almost any vice you wish, there are brothels that stretch for miles; gladiatorial combat of all sorts, some of which are broadcasts to human space. These are just a few examples of the worlds that humans are allowed access to. Attempting, though, to go farther into the Refuge is considered rude, and turned back or destroyed, regardless the size of your credit limits.

There is no understanding of the government, how it operates, nor how it is funded. The only thing that is know for sure is that Klinkolyth is the name of a single individual. If this person is an ancient hero, or a hereditary title is unknown. When inquires are made, all that the Xenos respond with is, "Klinkolyth is Klinkolyth". This phrase has been repeated for centuries, from the very beginning of the Refuge. The idea that the Klinkolyth is the same being that established the Refuge 800 years ago is preposterous.

 Relation with other Factions: The Refuge treats all Factions the same. If you want to visit the one the "open worlds", as long as you are willing to pay the credits, you're welcomed. Anything further, or empty pocketed, then it's time for you to go home. Factional conflicts are not allowed on their "open worlds". It's one of the few places that a Ally Knight can drink along aside a Union Commissar.

That being said, there's always been a fear among the Factions that, one day, those that they kicked off their homes will lash back out. They've had over 800 years to prepare for reclimations. Its not known if this fear is a valid fear. It has been noted, though, that there are more and more Xenos traveling through the Border Worlds, and serving in Mercenary Units. There are even some Xenos that have joined the Crusade for Earth.

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The Border Worlds

Not really a faction, but more a descriptor, the Border Worlds are found along each border of the Factions.

The Border Worlds are the spaces between Factions. Some of them are large gaps, while others are slivers, barely outside of one Faction's or the other Faction's border. It's a simple fact, no Faction border actually touches the border of it's neighboring Faction. This is not due to a lack of effort. It's just that there are ranges between the cracks that have either changed hands so many times in the early years of the Factional builds, that the planet no longer holds the "strategic importance" that they once held.

The worlds between the Federation and the Union have had so many battles on them that they are blasted wastelands, now. Abandoned fortifications, ruined robot vehicles, hover tanks, and power armor decay all across the land. Massive craters from orbital bombardments pockmark the planets. They've changed hands so many times that the remaining inhabitants no longer care about who claims them, or that currently they not claimed by either.

Other worlds have just been left to their own devices, once they were settled. Either forgotten by the Faction that originally settled them, or refugees, escaping one Faction for a number of reasons. Depending on which border they sit on, there may not have been major conflict in generations. Some may just not have enough resources to be of any real worth, but this was discovered only after the first colonist arrived. Others are known to just be too dangerous to actually claim, "death worlds", if you will, where everything on the planet appears to be out to kill anything that sets foot on it.

Also, though spread along the entire Known Galaxy, the plants of the Border Worlds are spread thin. There are great voids of space between each Border World. Making attempting to claim most Border World not as important as the closer planets found within the boundaries of most Factions.

Border Worlds run the gambit, from worlds where humanity live in massive arcologies, ruled by tyrants, reaching up miles high; mega-cities with massive walls to protect against what ever mutants, or worse, stalk the wastes; others are dotted with cities and town across the landscape, more like the Old West of the Americas, than any modern world; or they are near apocalyptic worlds with marauding bands of gangs battling both the environment and each other. There is very little rhyme or reason to how each world develops.

The Border Worlds are a popular source of "adventurers" and mercenaries, though. The inhabitants of most of these worlds live hard lives, and to escape their lives, they take to the stars to make a name and reputation. Many worlds have certain skill sets not found in any of the Factions.

Also, most Border Worlds speak what is known as "Border Slang". This is a language that is a mix of so many languages, that it barely can be codified. It is mostly made up of oddly accented English, mixed with phrases and terms in the tongues of every other faction. Those that end up "takin' to the black" usually end up learning one or two languages, but they will always use Border Slang as their main means of communication. In fact, it's common for a Worlder to learn a language, understand what the other person is saying, but then use "Slang" to respond... REALLY LOUD... because that "helps 'em udderstan' whada'm is sayin'".

  Relation with other Factions: None, really. Each Faction either ignores them, or uses them as stepping stones. Border Worlds don't make efforts to "reach out" to one Faction or the other. They've been so roughed up, and burned, that the general attitude for the Faction is "Screw'em". This is also normally followed by a string of curses and swear words in ten different languages.





Thursday, July 21, 2016

The Grand Crusade: The Great Factions

The hope and dream of futurists, science fiction writers, and the naive was that mankind would be able to put aside their differences and travel to the stars as a united front. That war, greed, and all the foibles of humanity's darker side would be put back into Pandora's box, never to be released again. This, obviously, was not the case.

Nations devoured one another; hungry, terrified dogs, frantically scraping to escape their doomed cage.  Once the humans were free of their little planet, there was little that could stop them. They exploded throughout the Known Galaxy. Colonies became nations, nations become alliances, and alliances, eventually, gave rise to The Factions. The largest of the Factions, the ones with the most weight on the Known Galaxy, are referred to as the Great Factions.

While there are a number of factions, there is a trade language, often taught to those who will deal with many different factions. This language is called "Interlang". It is a very basic English base, with a number of other language roots brought in.

The following a brief overview of the six Great Factions.

Free Northern Federation

Also referred to as "The Federation" or the FNF, the Free Northern Federation is one of the more powerful factions. While it does not have the greatest distance of "galaxy-space" encompassed within it's borders, it has an impressively sized population, some of the more advanced technology, and a more than fair amount of credits circulating through it's coffers. They put themselves out there as the "beacons of justice and truth", but there is a lot of shadows cast by that beacon.

The Free Northern Federation is the result of the combination of the United States and it's annexed nations of Canada, Mexico, and Cuba. The primary language is called "FedCom" (Federated Communications), primarily English in it's roots, it is interspersed with a number of Spanish based words and phrases. "Fedders", as other Factions are fond of calling the citizens of the FNF, are often of mixed heritage. Many can trace their ancestry to at least ten different ethnicities. Despite their diverse origins, the people of the FNF are exceptionally nationalistic. There is a tendency to believe that only the the Federation can unite and lead all the Factions towards a brighter tomorrow.

There have, in its history, been some internal conflicts. The most notable was the Republico Centralia, where a group of Mexican, Cuban, and other Central American nation decedents attempted to break away from the FNF. This lasted for about 150 years, before the "Reclamation Into Brotherhood" brought those star systems back under the banner of the FNF. Other attempts to separate from the main body have occurred, from time to time, but for the most part, after the separation, the group is shortly dragged back into the fold. The only exception to this was, and still is, the Spheres of the First Nations.

Government for the FNF is a constitutional republic. At the head of it all is Council of Representatives, the Constitutional Senate and the Senatorial President.

Most issues are handled by the Representatives, a body made up of representatives from every "citizen" world in the Federation. A Citizen world is one that is in good standing, that is to say has not had any political unrest, or been only recently annexed into the Federation (regardless of how this annexation occurred, voluntarily or militarily), with in the last five decades. Each citizen world sends 2 representatives to the Council. These representatives are elected by the world, and are replaced only when they die or the Representative is brought into the Senate. There was a time that a Representative went through reelection every four years, but that just became too tedious. These Representatives pass basic legislation, allocate government funding, as per the Senate sees fit to delegate to them, as well as propose bills to pass further up to the Senate.

The Senate is made up of former members of the Council of Representatives. A position in the Senate is only filled when the one previously sitting in the Senate has passed. There are 50 seats in the Senate, not including the President's Seat. When a seat becomes vacant, the Senate proposes possible replacements. Each Representative proposed as replacement is vetted, gets an opportunity to speak before the Senate and the Senatorial President, and then is voted upon by the Senate. The Senate serves both as a legislative and judicial body, passing the wider ranging laws, determining the legality of other laws, overseeing the courts of the Faction, and confirming or proposing military actions.

Finally, the Senatorial President, despite the name, is not chosen from the Senate. He is elected, in a general election from all citizen worlds. Even worlds that do not have full citizen status still are given the opportunity to vote, though it's more as a provisional status. These people often are very well known and popular. The current President is Marcus O. Costar, also the current CEO of Boeing/Costar Engineering and Technology. He was elected into office through a massive landslide. He is in his second ten-year term. He is respected for his ability to stabilize the borders of the FNF, and his increases to the funding of technology, military resources, and education.

The technology of the FNF often has clean lines and a finished polish. They rival the Eternal Empire on most technologies, but military technology is where they shine. Prone to creating massive weapons of war, legions of robotic vehicles, and experimental weapons and equipment for front line soldiers, the FNF has a reputation of living on the bleeding edge of technology.

There is one area, though, where the FNF towers above all other Factions. That is through genetic manipulation. Almost a millennia ago, FNF scientist first cracked the code to almost all animal genomes. They began experimenting, and developed stable, repeatable, mutations allowing animals to gain intelligence, even more and more human like appearances. Later, it was also found that most of these mutants could breed true. As a result, at this time, more than two-thirds of the Federation Army is made up of mutant animals. The Naval forces are still primarily human, but when boots are put on the ground, those boots are normally filled with non-human feet.

Mutant animals serve not only in the military. "Mutals" are found in the private sector as nannies, house guards, police aides, lab assistants, mail room workers, and a number of other positions on the lower rung of society. There are some worlds where mutals are allowed to "roam free", but most are kept as pets and property, instead of citizens of the Federation. Since they're animals, they don't have souls or rights, regardless of how smart they are. Even on "Free Roam" worlds, any mutal can be called into military service, should the need arise.

Most planets within the Federation either have "patriotic" names, like Washington, Lincoln, Clinton, Edison, or Gettysburg; or they have "archaic" names. These archaic names normally meant something to the early travelers and explorers that found the world. These are worlds with names such as Lovecraft, Tarzan, Catachan, Jakku, Faerun, and Targaryen.

Relation with other Factions:  The Federation is currently in alliances with the United Allies and the Eternal Empire. They maintain trade agreements, but with an undercurrent of distrust and agitation, with the Celestial People's Republic. They are long time rivals and enemies with the Star Council Union, and their current simmering state of stalemate and cold war is one that could boil over given the right trigger. They were long time allies with the Indian Confederation, as well, but with the withdraw of that Faction from the politics of the Known Galaxy, and the inability to get even one reliable spy into the I.C.'s borders, has put the Federation on edge. The recent arrival of an ambassador, though, has given the Federation some sense of relief, even if the ambassador is a little tight lipped.

The lesser factions are mostly of little concern. The only one is the Spheres of the First Nations. Occasionally, there is a wave that forms, begging to bring the "lost sheep" of the Spheres back to the flock. The current lack of a war against anyone else has caused this wave to start anew.  If anything comes of it is yet to be seen.

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Star Council Union (Zvezdeye Sihedrion Soyuz)

Most commonly referred to as the "Z.S.S.", or the Union, the Zvezdeye Sihedrion Soyuz is the many generational child of the Russian Republic and the other Slavic nations that were gathered into their efforts to create their ark. The primary language is Rus-Slav, an amalgamation of the different Slavic tongues that made up the nations that became the Union. The people of the Z.S.S., also called Zees, or Unionists, are known to be pragmatic, stubborn, and enduring. A common phrase among the people of the Union is, “The Union is eternal. Tsars come and go. Parties come and go. The people, though, will always remain. The people will always be strong.”

This Faction has gone through a large number of governmental changes of the centuries, but regardless of who is in charge, be it a Tsar, a parliament, or even the current council, the Faction has remained together. Even with changes in government, the attempts to split of the Union have been even rarer than what has occurred in the Federation. This is possibly due to an "us vs. them" mentality. They may not all agree on everything, but working together is better than having some other Faction telling them what to do. There are a number of different cultures and ethnic groups, within the borders of the Union, but most are willing to find common ground. This is more especially the case when the Federation of the People's Republic are the ones willing to extend a hand to help "liberate" them.

This Faction does control the greatest amount of space in the Factions. At the same time, there are sections that have far less star systems that support life. Most of these have a station or orbiter, using one or two planets for resources, such as minerals or rare gases. This abundance of raw materials does help promote the economy of the Faction. Recently, there has been an increase in demand of a number of raw materials by the Crusader-General. The reason for this demand has not been explained. Nonetheless, their credits are good, and in the deal, they are allowing the ZSS to spearhead a number of the strikes on the campaign towards Terra.

This boon of resources also allows for a larger military force than other Factions, with only the Celestial People's Republic coming close to their numbers. The military favors reliable, battle proven technologies in their armed forces. There are also subgroups within the Union that favor "older" methods of combat, such as the martial art of Sambo, and the Cossack Calvary units, that favor battle motorcycles, robotic horses, or even horses and exotic xeno-mounts to charge into battle with.

That being said, they are not above experimenting with new designs, or adjustments to improve on existing designs. Some of these work, and some of them fail. Of course, when they fail, they fail spectacularly. There is an entire museum world, Ilinsky, dedicated to poor designs, unusual experiments, and early prototypes of what later became successful tools of the Union.

When it comes to technology, though, Unionist prefer reliable designs that work, and last. It is not unusual for a family to have items passed down three or four generations. In families with a strong military tradition, a favored piece of equipment being passed onto the next generation is a rite of passage. Practical, reliable, and durable are all traits that mean more than "new" and "improved". Also, there are technologies that you will see sparingly in the ZSS. Genetic manipulation, full cybernetic conversions, massive uses of robotic forces, are all seen as risky or dangerous. It is one thing to have robots digging in a mine, it is another thing entirely to hand it a gun. Mutals are looked on with horror and pity, "If God wanted dogs to talk, then they would not need man to force them to.". With the heavy losses during the event known as The Steel Betrayal, even cybernetics is not fully trusted. Some are needed to help with the piloting of some vehicles, so they are not forbidden, but they are used sparingly.

The ZSS is lead by a council of seven members. This council consists of seven elected officials, and the Patriarch of the Soyuz Orthodox Church. This has council serves as the executive power, with a Union Parliament that serves as a supporting legislative organization. This form of government has been very effective, and has lasted two centuries. The longest of any previous government. There was a long stretch where the leadership changed frequently. A government would would rise, become corrupt or ineffective, there would be a people's revolt, and a new government wold be put into place. Rinse, lather, repeat. Currently, though, the system in place has worked for quite some time.

An additional interesting aspect of the ZSS is the number of psychically gifted individuals. Since traveling to the stars, psychic abilities have become more common place, and stronger. Every faction has a number of such gifted individuals. The ZSS, though, has a dramatically higher number than any other faction. These psychics are accepted as blessings from God, instead of as beings to be feared. There are two academy worlds dedicated to the training of these psychics. One trains for "domestic" applications, while the other trains for military applications.

Names of planets within the Union are either referances to cities, regions, and locations back on Earth; the names of important people in Eastern European history, or even Slavic mythological names. While the Faction strongly favors the Orthodox faith, they are not above naming a planet "Baba Yaga" or "Zemi".

Relations with Other Factions: The ZSS is still locked in a state of cold war with the FNF. How long it will remain cold, though, is unknown. Their relations with the Eternal Empire is currently friendly, as a number of their resources are traded into the EE. There has, in the past, been a conflict, but it appears that those wounds have healed over. The ZSS has a strong respect for the traditions and honor of the citizens of the EE.

The relationship with the Celestial People's Republic has also been similar. There is trade, and a fairly strong alliance, but the CPR is not above attacking suddenly, without warning. Such intrusions are met with the firm arm of an older sibling correcting the rambunctious younger brother. In dealing with the United Allies, they are also seen as a sibling, one that has their head in the clouds, and refuses to see reality.

The Indian Confederation recently sent an ambassador. While the ZSS has never had a bad relation with the I.C., they have not really had much call for "conversation". It is odd, but not worrying.

~*~*~*~*~*~*~*~

Celestial People's Republic

When the "world was ending", China quickly invaded a number of it's neighbors to the south, forcing them into efforts to build their Ark to escape. In fact, while a lot of East Asia was swallowed up into China's grasp, Japan and South Korea managed to prevent's China's attempts. North Korea, on the other hand, was told, in no uncertain terms, that no one wanted them along for the ride. This has created a faction that would be as powerful as it is turbulent.

The Celestial People's Republic, CPR, or Celestial Ones; as no one really wants to call them a Republic; are a very mixed nation. Their primary language is Modern Chinese, an evolved linguistic decedent of Mandarin Chinese. Truthfully, though, there are a number of different dialects, and local languages, such as Mongolian, Tibetan, Khemer; a combination of a number of South East Asia languages; and Chin, a mix of English and Chinese, common in most "outward facing" worlds.

The Celestial People's Republic is ruled over by the People's Regent, currently Mao Sun Li, supported by a ghastly large bureaucratic body; with planetary regional governors, planetary governors, quadrant governors, advisers, administrators, and a hundred other titled officials. The "Regent", who watches over the will of the people officially runs the Republic, passing on his laws and mandates to his underlings. How strictly they are enforced depends a lot on the underling. Some planets have beneficent leaders, who do all they can to provide for those under their charge. Unfortunately, there are also planets with leaders that just don't care, or on the edge of independent dictatorships. A fear for any official in the Republic, though, is for word to reach the right ear, higher up the food chain. Removal from office, frequently by assassination, is not the worst that can happen to someone found with their hands in the wrong jars. 

The CPR is a combination of unified government, with so many cogs and parts, that a lot gets lost among the pieces. Nonetheless, while there may be local revolutions, overthrowing a governor here or there, as a whole, the larger body works.

The military for the CPR is very large, but they are not as well equipped as some of the other Factions. To bolster their numbers, the CPR has invested heavily in robotic warriors. Not just the standard robotic vehicles used by most Factions, but man size, sometimes larger, robot soldiers and drones. One of their premier vehicles is a Drone Control Module. It is a cross between a hover tank, and a small command and control center. There is also a version that is used in space combat, with the same appearance, just design for flying through the void of space, instead of hovering over the ground. This is has become one of the most common units in the CPR, in the most recent years.

Psychic abilities are both common and uncommon, within the Celestial People's Republic. The official explanation of psychic powers is an increase, or overabundance of "chi" in an individual person. The martial arts that the "Old East" was known for on Earth, are still alive and well within the Republic. Through practice and study, many martial artists are able to tap into their "chi", and thus create a number of effects generated through the proper control and movements taught through a particular martial art. There are tales of warriors on the battlefield demonstrating amazing abilities, anything from throwing energy orbs, to even transmutations, becoming monstrous combatants, all through the proper application of chi. Such warriors are rare, though, and most appear to be more wandering agents of justice and protection, then conscripted soldiers.

Martial Arts are, as mentioned, alive and well with the CPR. In fact there are entire worlds devoted to the study and instruction of styles and techniques. These worlds are a large draw for outsiders. There are some, outside the Republic, that wish to study the "ancient ways". For the right amount of credits, you may be able to gain access to one of these worlds, and if found worthy, you may be able to study at one of these academies. These often teach more "basic" martial arts, ones without the amazing abilities demonstrated by more dedicated "monks".

Many of the worlds are names of older cities, dynasties, or gods and heroes from ancient China. These demonstrate the almost Dissociative Identity Disorder of the Faction, insisting on their modernization, but also looking back at their history in an admiration and reverence. There is also the allowance of access to outsiders to some worlds, while locking out the same outsiders from other worlds. All in all, the Celestial People's Republic is in a constant state of "interesting times".

Relations with Other Factions: The ZSS has been a near constant ally, due to trade agreements, and rare conflict between. When there has been conflict, the ZSS has regularly demonstrated their stronger arm. This is somewhat vexing to the leadership of the CPR, but they know better than to stir the rage of the Great Bear.

The Federation, on the other hand, have a strong trade agreement, but some amount of aggressive undertones toward one another. The Republic is convinced that the FNF would start a war with them for the CPR's resources and production, and the only thing stopping such an invasion has been the distance and the fact that the ZSS would most likely come to the Republic's aide.

The CPR has an unusual relation with the United Allies, as a number of "knights errant" and would be warriors regularly are the greatest number of outsiders that seek to study martial arts as a way to have an edge in their future quests and personal crusades for "righteousness". The CPR is more than willing to take their money, and show them some basic styles, keeping the more powerful secrets their own.

There is only one Faction that the Celestials hold a deep an abiding hatred for, the Eternal Empire. They are very aware of the Imperial attitude towards them, and the feeling is mutual. Again, the only thing preventing a prolonged war of utter destruction is the fact that the ZSS sits between the two Factions.

Finally, the Indian Confederation is currently in a state of war with the CPR. There has actually been no actions ongoing, though. The CPR has sent in some exploratory strikes, but all of them have returned with mixed reports of massive creatures that attacked the units with an amazing amount of tactical knowledge. It is unsure what is happening in the Confederation, and if the creatures are just trained native creatures, or something else. If they are something else, the Republic is unsure how they wish to proceed. They have noted that the other Factions have received ambassadors, but none has shown up.

~*~*~*~*~*~*~*~

Eternal Empire

The quick expansion of the Chinese "empire", in its efforts to speed up the building of its own Ark. This kind of aggression can create strange bedfellows. Resisting the efforts of Chine to subsume the two nations, it quickly became obvious that their combined strength was greater than any previous antagonistic feelings. Seoul extended an offer to work with Japan on a combined Ark.

Together, they managed to create one of the most advanced of the Arks, among all the nations. They were able to reach the farthest reaches of the Known Galaxy. Here, they established the Eternal Empire. They have formed a strong Faction that forms a long outer border of the Known Galaxy.

The Eternal Empire, also called the EE, and its residents called Imperials, is one of the most technologically advanced Factions. They have developed advanced communication, military hardware, transportation, and all manner of technologies. They are also one of the few Factions to still develop and use cybernetics and bionics, both domestically and militarily. While most other Factions have steered away from cybernetics, ever since the Steel Betrayal, the Eternal Empire was not a player in the event, and thus was not as effected as the other Factions.

The average citizen has at least a few implants, allowing them to better interact with the "cyberstream", a huge network of information, the main source of most entertainment and communication. There are some that choose to remain "uncorrupted" by technology, but they are a minority. The average soldier also has some implants, meant to protect and enhance their combat abilities. When a soldier is wounded in the field of battle, it is not unusual for them to be converted to full cybernetic beings, in an effort to preserve their lives, as well as to allow them to return to the front lines.

One area of technology that the Imperials appear to shy away from is genetic modification. That being said, there are rumors of attempts to make a genetically enhanced "super soldier", but these have been rumors for generations.

The Eternal Empire is run by a Parliamentary Monarchy. The Parliament, made up of two representatives from each world in the Empire, develop and pass the laws of the land. The Empress, Suiko VI, then approves or disapproves of the measure. The Emperor or Empress has the final say on any legislation, as well as serves as the head of the military, and also as a spiritual leader for the people. While she is not considered a divine being, she is believed to be the most in tune with the will of the cosmos.

Honor is extremely important to the people of the Empire, especially within the military. There are many who attempt to emulate the heroes of old, some even taking up the mantle of "samurai". This focus on honor makes for a disciplined and organized society. While this is the norm, it understood that not everyone has the same level of honor, and there are some that walk in the shadows.

The planetary systems, unsurprisingly, also hearken back to old Earth cities, ancient leaders and heroes, as well as some names from former popular culture. Some planets, though, have names of the original inhabitants, even with the Xenos races still living on their worlds.

While most factions have pushed the Xenos that were once in their territory out from their borders, there are a few Xenos races within the Empire that have been allowed to remain. Of these races, most have "lost" their original racial names, and are called by names that attribute them to ancient mythological creatures. The Oni, a race of tall red skinned beings, whose technological advancements have been absorbed int the Empire; the Kitsune, a race of fox and red panda like Xenos, and the Bakeneko, a race of humanoid cat-folk, are popular as entertainers and, in certain circles, more than that. The final race that stays within the Empire is the Tengu, a group of raven folk that have the impressive ability to change into a human-like form. These Xenos are known to wander the Empire and beyond; exploring, teaching, and softly guiding some to a "greater destiny". It is believed that there is a Tengu in the Empress' personal entourage, aiding her, and possibly manipulating her, depending on one's personal opinion.

Relations with Other Factions: The Eternal Empire has a cool, respected relation with most Factions. There have been a number of conflicts between the Federation and the Union over the years, but at this time, both of these Factions have maintained peaceable relations. This is possibly because the conflicts, time and time again, have proven the strength of honor, and the dedication of the military of the Empire.

It should be noted, though, that the Empire has not forgotten that both these Factions have, at different times, attempted to take territory away from the EE. While right now, they are at peace, and have been for over a hundred years, the slights have not been forgiven fully.

The United Allies are seen much like barbarians attempting to play at being grown ups. Their knights and smaller subsections attempt to emulate true honor, but usually fall short. The Empire has, over the years made small inroads into the United Allies, but these usually end up creating more Border Worlds, then it does in full conquest of systems. Imperials, though, are patient. When the time to move forward comes, then will they strike.

The Celestial People's Republic is seen as a nuisance; a blight on the Known Galaxy. If they were closer, the Empire would wipe the whole Faction from existence. The only thing preventing an open, blood conflict is that there is now way to launch a proper offensive, with the ZSS sitting between the two. There has been consideration of conquering the outer border of the ZSS, but right now, it does not seem to be a prudent course of action.

Rarer mysteries do not exist than the Indian Confederation. There was once an open dialog between the two Factions. While they were not enemies, they were allies. The Empire would send technology to the Confederation as a means to strike against the CPR. Suddenly, though, the Confederation changed their focus, swallowed up the lesser Faction of the Persian Kingdoms, and then went silent. The Empire's ambassadors were sent home. The trade ships were turned back. Other Imperial citizens were returned back to the Empire. All without explanation. Even attempts to send in secret agents have all resulted in the complete loss of contact with the agent. This has confused and concerned the Empress, and her predecessors before her. It has been almost a hundred years since the Confederation went silent. Twenty five years ago, it appeared that this silence was thrown off, but the arrival of the ambassadors have only left more questions than answers.


~*~*~*~*~*~*~*~

The United Allies

Born from the efforts of the united European Union, the Scandinavian nations, and the United Kingdoms, the United Allies were one of the first to take to the stars. With their efforts creating the first FTL Drives, they were able to progress out to the farther regions of the Known Galaxy, as well as carving a nice swath heading back towards Earth. They are now a united Faction, but also separate, divided among themselves into smaller groups. The Scottish Kingdoms, the German Confederation, the Scandinavian Systems, the Spanish States, and others are all spread among the Faction, but they all work together to share technology, trade, and mutual defense.

The United Allies is run by a full parliamentary system. A four representatives of each subgroup attends the Council of Allies. These representatives are either elected by the people or chosen by the "ruler" of each subgroup. This parliamentary body serves as the final authority on all matters for the Faction. While this can cause some problems, it has served as an effective body since the beginning.

They are, for the most part, of average technology in most fields. There are not much that they have deveolped that isn't on par with most of the other Factions. There is one area where the Allies excel. The creation of power armors is as much an art as it is a military tool. More particularly, the creation of Chromium plated armors is an amazing display of artistry and craftsmanship.

Chromium is a unique alloy made up of mined minerals, found only in the territories of the United Allies. It is durable, as well as resistant to most forms of energy attacks. The only problem is the rarity and difficulty of creating the alloy. It takes years to create enough of the metal for even limited use. As such, this metal is most often used in the creation of Power Armors. The Chromium Knights, a shining suit of power armor, are the pride and joy of the United Allies. A Knight's armor is often equipped with a shoulder mounted specialty weapon. This is normally referred to as the armor's sword. Some of them are large, loud, anti-vehicle weapons, requiring mounting into the ground to fire. Then others are smaller, more precise weapons. It all depends on the armor styling. Even then, each armor will have filigree and intricate patterns crafted into the armor. Most of these armors will last centuries, handed down or generations. Only the military vehicles of the ZSS have a similar reputation for such a long working life.

Not all Knights, though, are so fortunate to have a Chromium Knight armor. There are a number of "lower" Knights that utilize robot vehicles, other power armors, or one of a thousand other questing warriors. The Knights make up the majority of the military forces for the UA, coming from all subgroups and cultures. While most groups ally themselves with certain orders, there is one order that stands above the rest, The New Order of the Round Table.

The New Order is based off the planet of New Avalon, lead by the mysterious Baron Knight, called simply, "The Bear". No other name is known of outside the Order, and no other name is spoken of among the Knights. Even The Bear's gender is not known. The Bear is always called "The Bear", and never as "he" or "she". It is a secret known only to the Knights of the Table, and not to those on the Outer Seats. The New Order of the Round Table is also know to be the most accepting of the Knightly Orders, accepting those from any faction, even Xenos, as long as they are willing to live by the Order's Creed; "Do good, live nobly, ask for nothing”. 

There is no standard naming conventions for worlds within the borders of the United Allies, each group having their own idea on how to name their individual planets. 

Relations with Other Factions: The UA has, for the most part, maintained friendly relations with most Factions. There have been the occasional conflict with the Federation, mostly when the Federation decides that it needs to "help stabilize" or "protect Federation interests" on an internal issue. This hasn't happened much, recently, as the Federation has been too preoccupied with the Union.

The only other Faction that the Allies have a tenuous relationship is the Eternal Empire. The Allies have noticed the Imperial's slow encroachment into their borders. While there is a respect between the two Factions, and not open hostilities, the UA has increased the number of Knights to oversee and support the military forces of the planets along that border. The Allies suspect that the Eternal Empire may be attempting to steal the materials and processes for creating Chromium, which is something that the UA will not allow.

~*~*~*~*~*~*~*~

The Indian Confederation


The children of India and a number of Hindu and Buddhist nations, the Indian Confederation was a Faction that had some of the densest populations among the factions. The Confederation found a number of "relic worlds" when it first arrived in the heart that would of become it's territories. "Relic worlds", though found through the different Factions, are worlds where there are obvious remnants of ancient Xenos cultures to one degree or another. These include Belt Worlds, made up of a long band encircling a sun at it's "Goldilocks" zone; Dyson Spheres; and systems with artificially arranged worlds, orbiting in very specific, and organized circles. All of these worlds have been inhabited over the centuries.

The Confederation was known to have one of the largest mutant animal populations, among the factions. It was debatable if the mutal population was larger than even the population in the Free Northern Federation. They had a decent technological level, and a very open and accepting society; even allowing a number of Xenos races to remain within their borders.

"Had", though, is an important word. Approximately two centuries ago, the Indian Confederation became suddenly silent. The Confederation, which has been non-expansionist, mostly defending itself against intrusions from the Celestial People's Republic, launched a campaign against the Lesser Faction called the Persian Kingdoms. The invasion of these planets were quick, brutal, and finished in almost the flash of any eye. Before any of the other Factions could even react, the conquest was done, the Kingdoms absorbed into the Confederation.

The Confederation then expelled all foreign dignitaries, business representatives, even tourists and expatriates within their borders. There was an attempt at "preventing an destabilizing incident within the Faction" by the FNF. The Federation landed on a world just inside the borders of the I.C.. Those forces, within a few days, became suddenly ill, many dying from an incurable plague. Even full environmental suits were of little help, as such troops would be targeted by unseen snipers, puncturing their armor, and allowing whatever disease to enter the suit. The "stabilizing force" was pushed off planet without ever being able to actually engage the enemy. The ship, unfortunately, had to be forcibly quarantined, upon its arrival back within Federation space.

Since that incident, the other Factions have decided to keep their distance from the boundaries of Confederation space. There has been no contact between the rest of the Known Galaxy and the I.C., since that time. That was until recently.

Twenty five years ago, the Celestial People's Republic started losing worlds along the border with the I.C.. These worlds would report sudden "meteor storms", followed by a loss of contact. Attempts to reclaim the worlds, or even investigate have met with failure. About this same time, ambassadors from the I.C. arrived, via older star faring vessels, at their old, abandoned, embassies. They came bringing a simple message, that the Confederation was alive and well, and still wished it's privacy. These ambassadors have all been remarked upon as being the ideal examples of human beauty and grace. They still talk of the wonders found within their territories, when socializing, but do not go much more than what was already known.

The Grand Crusade: Technology: Communication & Entertainment

Communication
Planet side communication is very similar to the way that it was, in the early 21st Century of Earth. The main difference is the amount of data that is transmitted. With so much being "wireless", satellites are relaying thousands of zettabytes a second from point A to point B. Holographic displays for in home entertainment, on personal devices, and ocular implants are common place. This is mostly a simple, proven technology that even the most backwater planet has at least one or two satellites providing information for the masses.

The main difference is long range, system to system, communication. This is provided by "slip bundles". A slip bundle is a transmission sent through a micro-wormhole, similar to the method deployed for system to system travel. In system, a slip bundle is sent to a relay hub. There is one or two hubs for each world. Some worlds actually can have six, depending on the population. That hub then sends a blast of information to a relay station sitting on the Outer Edge of a system.

The relay station; which is a small, manned, station; takes the send transmission, and using a specialized FTL style device, sends the information to a thousand relay stations throughout the Known Galaxy. Each relay station is also set up to receive these "slip bundles", and transmit them back to the respective world in their associated star system. Most of this process is automated, the personnel on a selected station serving mostly as maintenance, repair, and security. Most stations, while slightly manned, have a number of defenses. They frequently are a regular part of system patrols. Also, their location, so far out from any other world, and only nominally close to common exit points for incoming FTL Drive ships; all make targeting a relay station, for anything other than a military strike; often more trouble than it's worth. Even most military operations, unless they've brought their own relay station with them, will leave a relay station unmolested.

Relay stations are often Faction only. There are some "neutral" relays, mostly operating in along border territories, in specific locations in the void of space, or in uninhabited systems. These stations often have one of three purposes. The first is a NegCent (Negotiation Center) public station. These relay stations are meant to provide communication, such as diplomatic or business related, between organizations and government officials between on Faction to another. These stations are often larger, heavily secured, and more heavily manned. Some of these stations also serve as neutral grounds for negotiations, with artificially created environments meant to promote the easy and well-being of the inhabitants, and the negotiating visitors. Peace accords, hammering out border disputes, the sharing of trade rights, or negotiating out new marketing and sales agreements are all common events on these NegCent Stations. These stations will also, as a side source of revenue, distribute transmissions of approved materials from one Faction to the next. For example, there are a number of very popular anime series in the Eternal Empire that are broadcast through NegCents to the Federation.

The second, colloquially known as "Whistlers", will send out "slip bundles" from other Factions into a opposing Faction, often for the purpose of propaganda. Similar to old "Radio Free Europe", these will send selected holo-entertainment from within their nation, as well as propaganda messages, and some claim, orders for operatives within the targeted Faction. The Federation and the Union all have a number of "Whistlers" along the borders of the other. These relays are called "Whistlers" because these broadcasts are not routed through the usual methods, sometimes adding a faint whistling sound to the background of the transmission.

The third and final are "Shadow Stations". Shadow stations are relays that transmit illegal, or underground, "slip bundles", often for a steep price. While there are some independent operators, most are run and maintained by the Old Families. The "slip bundle" transmission station is normally hidden, not on every world, and often not in every system. These send their clandestine signals to the local system's relay station, but are embedded with code to redirect the information to one of the Shadow Stations. From the Shadow Station is it disseminated as requested. This is used for illegal contacting across Faction borders, arranging services with agents tied to the Old Families, or even broadcasting underground materials that can not wait for standard recording and couriers. This last option is often the most expensive, and is sent to only those willing to pay for the privilege of viewing what ever it might be.


Entertainment


As part of communication, a few words should be mentioned about entertainment among the Factions. There are somethings that do not change that much.

Most entertainment is enjoyed through holo-vision, 3D recordings of movies, sporting events, news and other common diversions. Every house normally has at least one Holo-pad for the viewing of local padcasts, and shows delivered through "slipbundle". "Smart" devices, like watches and chips, also can catch these same signals and display them.

Holo-vision recordings are so common place, many Factions have entire worlds; and in some cases, systems; dedicated to the production of holo-vision films and holo-pad shows. The FNF has Planet Hollywood, while the CPR has both Wushu and New Hong Kong. It is also not uncommon for these productions to be common trade items between Factions.

A trend in entertainment that is seeing a rise is theater. Plays, operas, ballet, and other live performances are extremely popular. Everyone can see a movie or other show, but to actually sit and watch something performed, right there in front of you, is something different, and pleasant. With the level of special effects available for even the smallest traveling troupe, some productions are above the entertainment value of the biggest budget films in the early and mid 21st Century. This has caused traveling performance groups to be highly sought after, and celebrated upon their arrival. This is especially true on Border Worlds and outer rim worlds, where "culture" doesn't make many stops.

Sporting events are as popular now, as they have been in the past. While some sports have evolved to robotic competitors, when a living breathing athlete takes the field is when the fans truly come in. Some sports, in certain Factions, have also evolved to allowing enhanced participants. For example, cybernetic athletes are more common in the Eternal Empire, while there are a number of sports in the Federation that are strictly for mutal competitors only. Even gladiatorial combat has made a comeback, in varying degrees.



Wednesday, July 13, 2016

The Great Crusade: Technology: Transportation

Technology has both advanced and stagnated over the course of the last thousand years. There are, now, the occasional burst of technological advancement, normally occurring during times of war. At the same time, though, there are periods of technological plateaus that will last for decades, sometimes more. Not exactly Dark Ages, but close to it.

Some technologies are favored by some factions more than others. These technologies will be mentioned in the technology section. In order to understand some important aspects of the Factions, it's important to understand the tools those Factions have available to them, and which they favor.

FTL Drives

FTL Drives, also called "Jump" or "Slip" Drives, are the main means of long distance travel between star system to star system. FTL Drives are found on ships as small as a tramp freighter to larger military ships and dreadnoughts. Vessels smaller than a tramp freighter, such as a starfighter are too small to have an FTL drive, and are thus reliant on a larger FTL drive equipped vessel to carry them. Also, when you have larger ships, it is common for them to carry, not only fighters, but also boarding craft, shuttles and drop ships, all without FTL drives.


An FTL Drive creates a “wormhole slip”. The drive opens a micro-wormhole which pulls the ship in. The wormhole then opens at the target location. This is called a "slip", slipping from one location in space to another. This "slip" requires a great amount of power, as well as computing, to properly execute a "slip". Most of this calculation is now down my advanced computers, but occasionally the assistance of a dedicated "slipsman", a specialist in working with the computers and the drives, allows for even more accurate "slips".

There is an additional benefit to FTL Drives. A ship's FTL Drive generates a powerful gravity field. This field creates an area of "artificial gravity", when the FTL Drive is in a "standby" state, basically not powering up for a jump, or just after a jump. As the FTL Drive powers up to prepare to jump, the gravity is pulled into the FTL Drive, causing a state of null gravity. This is why, prior to a jump, crewmen must “strap in”. The gravity field is lost, a few moments prior to the jump. This is due to the FTL Drive beginning to focus its energy into the gravity burst needed to create the micro-wormhole. Upon exiting the "slip", it can take about 5 minutes to an hour for the gravity to return, as the drive begins recharge, and to settle back into it's "standby" state.


Duration in the wormhole can take seconds to hours, depending on the distance traveled. This time, though, is not experienced by the crew, due to a phenomena called “slip time”. For a crew, the travel appears to be instantaneous. There have been rare reports of a crewman reporting odd dreams or visions upon exiting FTL. These are rare, though, and normally an indication that the crewman in question is a latent psion.


While, relatively, a stable means of transportation, there are some drawbacks. The first is it is not always 100% accurate. Exiting the FTL jump can cause the ship to arrive exactly where the coordinates are set. Occasionally, though, the ship can be hundreds of hectameters off course. As this distance is normally recoverable, and with the improvements in technology, also less an occurrence. This adds to the value of having a good "slipsman", at the FTL Helm.


Problems with “gravity wells” can cause catastrophic problems. This is the second issue with FTL Drives. Hitting a gravity shadow forces the vessel out of FTL, causing the ship to being torn apart by the jump and the gravity of whatever large body is nearby. This is why ships are required, for safety of the vessel and crew, to jump on the edge of a stellar system. It is too much of a risk. The planets, moons, asteroids, comets, the central star, and anything else in the system large enough to add to the gravitational fluctuations, create too many gravity distortions to make a safe jump. There have been some “well-jumpers” that will attempt jumps directly into a system. The results, frequently, is a ship becomes nothing more than small slivers of salvage and debris scattered in the void between two or three planets.

This fact, though, has created a number of important stellar systems to deploy a patrol fleet on their outer edges. Also, strategically placed defense stations are not uncommon for the most secure systems. The cost associated with these measures, though, normally mean that these are only for the most important, or rich, systems. The difficulty with these defenses is due to the nature of a "slip". There is no way to predict, with the current technology of the Known Galaxy, where a "slip" will open up. If a slipsman knows where the patrols and stations are, there is still a chance he can allow his ship to slide right past them.


Another issue is the time required to recharge the FTL drive. The amount of energy an FTL Jump expends is enormous. Even with the most efficient power plants, an FTL Drive needs some time to recover. When the jump is finished, it can take anywhere from five minutes to a few hours for the FTL internal gravity field to be restored through the ship, depending upon the Drive, the size of the ship, and the distance traveled. Then, it takes another three to twelve hours for the FTL drive to have enough energy for a short distance Jump. This normally means, once a jump occurs, you are in system for close to a 24 hour cycle, on average. Basically, if you're going to "slip", make sure it's somewhere you want to visit.


The final area of concern is more an old shipman’s tale. There have been anecdotal tales told of ships that never leave the FTL Jump. A common theory is that a ship has been thrown so far off course and powerless, they just drift until the crew dies. When a crewman, though, wants to scare a first timer, they say that the ship never left FTL. Odd images as the "slip" begins, or upon exiting, are often discounted as mere optical illusions, due to the distortions in time-space. Psions, though, are never comfortable after a Jump, but they are never sure why. They leave “slip time” with a feeling of hopelessness, or as if they were being watched. There is no explanation for this phenomena. Nonetheless, these stories are mostly from the early days of FTL, and there have been no reported incidents in centuries.

Ion Drives

Due to the fact that, in order to safely use FTL Drives, a ship must enter at the outer edge of a star system, all vessels that ply through space are equipped is ion drives. Ion drives come in a variety of strengths, dependent on how fast the vessel needs to move, and the size of the vessel. Ion drives have improved greatly of the centuries. While they come nowhere near the speed of light, they can move a vessel very quickly.

Most standard vessels; tramp freighters, couriers, "space yachts", and similar vessels; can normally get from the Outer Edge to a planet in system, within five to 10 hours, depending on the ion drive, propelling it. This allows for a brisk amount of trade. This quick speed for a smaller vessel also is what promotes small scale transportation operations. While, most mainstream supplies come from larger vessels, specialty transports allow specific shipments to arrive as demand needs.

Larger vessels can take anywhere from about three days to a week, sometimes longer. Star cruise lines have two different sets of ion drives, frequently. One used for leisurely speeds through a star system, and another for use if the liner is beset upon by pirates or other ne'er-do-wells. Typical large scale transport operations, such as trade or supply vessels also follow the three days to a week. This speed does normally allow for adequately speed deliveries, and is most often used for planetary resupplies and bulk deliveries. This slower speed does make them more likely to be targets, which has caused the average transport of this scale to be well armored and well armed. Also, the employment of "merchant marines" is a thriving business with most vessels, even the cruise ships, having at least a few.

Fleets can take about three days to a week to get from the Outer Edge to their target planet. This normally allows for evacuations, or the digging in of planetary defenses. Some strike fleets, though, can make it to a planet's orbit within 24 hours. These are often raider teams, meant to hit a planet, not to take it and hold it.

The main drawback for ion engines is the lack of reactionary thrust. It is possible to turn a ship using ion drives, but it is very similar like trying to turn a large sailing vessel on the seas of ancient Earth. Ion Drives are great for setting a ship in a single direction, and letting it follow that course. If a vehicle needs to be maneuverable and responsive, they will often sacrifice the speed of an Ion drive for additional maneuvering thrusters. A standard starfighter is very quick and agile, flying loops and rings around larger vessels. The trade off is, while a fighter may be able to make it's way to the Outer Edge of a system, it could take weeks. Even some larger vessels will still include thrusters, namely tramp freighters and smuggler ships, in addition to powerful Ion drives, in order to get the best of both worlds. Such vessels can move freight, but it ends up at the cost of how much freight the vehicle can carry.

The Grand Crusade: An Brief Overview of History

What Has Come Before

There was a time when the planet Earth "rebelled" against Humanity. The exact specifics of what happened are no longer clear. It is known that at this time, it had become very obvious that to remain on Earth was a death sentence for the entirety of the Human Race. When this became obvious, the Great Evacuation began.

One would hope that the nations of the Earth would have joined together in the spirit of cooperation and brotherhood, in a united effort to save all of mankind. Unfortunately, this was not the case. Some nations bound together, others actually conquered their neighbors, as a means to use the resources and manpower of their new "vassal states" in an effort to build, what had come to be called, Arks.

The United States moved quickly, absorbing both Canada and Mexico. Russia expanded, grabbing a number of nations that once belonged to the USSR's Eastern Block. Europe's EU, India, the Middle East, all of these nations and more, bound in unity and separation, to head to the stars. These bundles of desperation were no longer referred to as "nations", but "Factions", each with their desire to not only leave, but to claim as much of the stars as possible.

New technologies were discovered, and stolen. Innovation, spurred by the desire to survive, was at an all time high. The greatest discovery, first developed in the EU, using the Hadron Collider, was that of the "Jump Drive", or "FTL Drive". A method of travel, using "micro-wormholes", to leap light years, in mere hours. Jump Drives were quickly added to the design of every Ark.

In a little over a decade of frantic work, the first of the Arks launched into the heavens. The Great Evacuation had begun.

Over the course of the next century or so, the Factions formed their own little empires. Claiming what they could, and then taking from others as quickly as possible. Some Factions grew to massive sizes, others were conquered and absorbed into the larger Factions. Centuries and centuries have gone by, war has been an almost near constant.

Other races, called Xenos, have been discovered, most were defeated, and either assimilated into their new human "leaders", or pushed out of their home systems, forced to flee, or be obliterated. For a time, it was very much like the Wild West. The end result has made for some very interesting, yet familiar, Factions.

Earth became off limits from the Factions. A quarantine zone was established around the stars and planets that encircled the home world. This region became officially referred to as "The Terran Quarantine Zone", to the common citizen it just was called "The Horizon".

The Current State of the Known Galaxy

There is currently a state or relative calm. It has been over a thousand years since the Great Evacuation. While a number of Factions have conflicts among their borders, a state of Cold War exists between most. In this lull, a new focus has started to rise. A Grand Crusade to reclaim the Earth has taken root.

While the movement behind the Grand Crusade is seeking allies amongst all the Factions, each faction has a similar underlying goal in their support. They all want to be the first to claim their ancestral home planet. "Control the Earth, control the Known Galaxy." While this thought process may not actually be achievable, it is a driving force.

There is one snag to this Crusade. This is actually the third Crusade. The first failed miserably, upon encountering what has been come to be known as the "Horizon Guardians", or "The Defenders of Terra". The Defenders utilized technology unknown to the other Factions. They deployed legions of forces, and obliterated ground troops and fleets alike.

The Second Crusade fared little better. They appear to be able to do something that none of the Factions can do, predict that a "slip" was happening, and where the exit point of that micro-wormhole would appear. This became obvious when one of the Zvezdeye Sihedrion Soyuz's attack fleets attempted to jump directly to the edge of Earth's Solar System. The attack fleet was destroyed in less that five minutes.

Now a Third Grand Crusade begins to gather. The Crusaders are having more difficulty recruiting members, but they make assurances that this time will be different. How they can predict such is unknown, and greatly doubted by the Factions. Still, each Faction doesn't dare not contribute, at least a small force, in hopes that there is success on setting foot on the "sacred" Earth.