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Imperialisium
Postmaster-General
 
Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 2:43 pm

The Empire of Tau wrote:
Imperialisium wrote:
They’re not that decentralized to not have a degree of standardized equipment and Arsenal.

I would imagine that there's a central Imperial army that the state uses against big ol' threats, and then you got the PDF to handle anything on the smaller scale like pirates and likewise.


Basically there’s the Imperial Military which is fairly uniform.

The various House and SAS forces which truly vary massively

Individual Imperial Worlds generally have their own police and security forces but they don’t have any real paramilitary or national guard tier force defending them. This is deemed unnecessary since the Imperium hasn’t had any significant external threat for centuries.
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Wasi State
Diplomat
 
Posts: 843
Founded: Mar 25, 2019
Moralistic Democracy

Postby Wasi State » Tue Oct 13, 2020 2:45 pm

Color me interested, might app as something with some Neo-Pagan Slavic flare, Cosmic Hyperborea anyone? :p
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Imperialisium
Postmaster-General
 
Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 2:47 pm

Sarderia wrote:The Reds... I specifically mentioned the Veil Nebula in my app, so that should be enough ore and coin for the Reds' resources.

As for the conflict, I pretty much doubt the Reds would try and make a move as soon as IC page 1. They are presently outnumbered and outmatched. They are separated and they need to consolidate, which is the biggest problem so far.

However, you can't kill an idea. I think that the ideological warfare, considering that socialism is pretty much a "new" concept in the Galaxy (by new, I mean never gained wide popularity or support during the ten or more milleniums of the Empire's existence), it is going to be featured heavily. Especially with the pseudo-Soviets now as a state sponsoring the ideology.

Also, unrelated, but @Imperialisium would you perhaps make a discord for this RP?


I could make a discord if people want.
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If you don't hear from me for a while...I'm inna woods.
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Imperialisium
Postmaster-General
 
Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 2:48 pm

Wasi State wrote:Color me interested, might app as something with some Neo-Pagan Slavic flare, Cosmic Hyperborea anyone? :p


As a Slav, who is pagan, I will have to like this
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Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Tue Oct 13, 2020 2:51 pm

Wasi State wrote:Color me interested, might app as something with some Neo-Pagan Slavic flare, Cosmic Hyperborea anyone? :p


Oh lord, another case of religious dogma in the Imperium. Irene will have her work cut out for her.
There is no such thing as peace, only truce between wars

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Bolslania
Minister
 
Posts: 2985
Founded: Mar 07, 2018
Inoffensive Centrist Democracy

Postby Bolslania » Tue Oct 13, 2020 3:01 pm

Im feeling awful surrounded by revolutionaries and religious cults.

So Imp when are we gonna know who's been accepted?

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Remnants of Exilvania
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Posts: 11214
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Tue Oct 13, 2020 3:01 pm

Union Princes wrote:
Wasi State wrote:Color me interested, might app as something with some Neo-Pagan Slavic flare, Cosmic Hyperborea anyone? :p


Oh lord, another case of religious dogma in the Imperium. Irene will have her work cut out for her.

Yes, all these zealots everywhere.

Coin in one's pockets, food in ome's stomach and steel in one's hands, that's all one ought to believe in.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
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Imperialisium
Postmaster-General
 
Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 3:06 pm

Bolslania wrote:Im feeling awful surrounded by revolutionaries and religious cults.

So Imp when are we gonna know who's been accepted?


I’m going to be reviewing today
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If you don't hear from me for a while...I'm inna woods.
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The Empire of Tau
Minister
 
Posts: 3367
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Oct 13, 2020 3:07 pm

Imperialisium wrote:
Bolslania wrote:Im feeling awful surrounded by revolutionaries and religious cults.

So Imp when are we gonna know who's been accepted?


I’m going to be reviewing today

A mass-review, I see.

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Revlona
Negotiator
 
Posts: 7284
Founded: Jan 23, 2017
Father Knows Best State

Postby Revlona » Tue Oct 13, 2020 3:13 pm

Imperialisium wrote:
Sarderia wrote:The Reds... I specifically mentioned the Veil Nebula in my app, so that should be enough ore and coin for the Reds' resources.

As for the conflict, I pretty much doubt the Reds would try and make a move as soon as IC page 1. They are presently outnumbered and outmatched. They are separated and they need to consolidate, which is the biggest problem so far.

However, you can't kill an idea. I think that the ideological warfare, considering that socialism is pretty much a "new" concept in the Galaxy (by new, I mean never gained wide popularity or support during the ten or more milleniums of the Empire's existence), it is going to be featured heavily. Especially with the pseudo-Soviets now as a state sponsoring the ideology.

Also, unrelated, but @Imperialisium would you perhaps make a discord for this RP?


I could make a discord if people want.


Honestly with how activity has been I feel a discord isn't needed and would prefer sticking to OOC

But I will bow to the masses and join one if it is made
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The Empire of Tau
Minister
 
Posts: 3367
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Oct 13, 2020 3:20 pm

A discord normally harms OOC activity, and with the amount of people we got, I don't think we need one.

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Bolslania
Minister
 
Posts: 2985
Founded: Mar 07, 2018
Inoffensive Centrist Democracy

Postby Bolslania » Tue Oct 13, 2020 3:32 pm

Imperialisium wrote:
Bolslania wrote:Im feeling awful surrounded by revolutionaries and religious cults.

So Imp when are we gonna know who's been accepted?


I’m going to be reviewing today

Neato

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New New Sriker
Attaché
 
Posts: 95
Founded: Oct 02, 2020
Ex-Nation

Postby New New Sriker » Tue Oct 13, 2020 5:45 pm

Wasi State wrote:Color me interested, might app as something with some Neo-Pagan Slavic flare, Cosmic Hyperborea anyone? :p

Nice to see ya again Wasi

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Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Tue Oct 13, 2020 6:50 pm

Will there be any eldritch horrors creeping at the borders of the Imperium or from within?
There is no such thing as peace, only truce between wars

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Oct 13, 2020 6:52 pm

Union Princes wrote:Will there be any eldritch horrors creeping at the borders of the Imperium or from within?


Oh yes.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Imperialisium
Postmaster-General
 
Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 7:00 pm

G-Tech Corporation wrote:Hmm, yes.

Name: Jarnassus Fer Volitans
Nickname: Jarn
Age: 730
Birth Date: Rotation 3, 24929
Gender: Male Personality
Planet of Origin: Kas Matan
Race/Species: Officially, cybernetic human. De facto, Augment.
Height: 2.1 meters
Weight: 168 kg
Physical Description: Jarn stands tall amongst most men, and wears the form of a man in his early augmented fifties with a deep close-cropped black beard and dark emerald eyes set in a tanned face. Occasionally a hint of violet light strays into these eyes, but only rarely when around baselines. Customarily clad in the deep slate-gray greatcoat and bareheaded attire of a commander of the Obsidian Navy, his face bears slight scars from a boarding action in his youth that the entity chooses to remember. Muscled like a brawler rather than a fencer, his hands are great shovels with surprisingly nimble fingers, betraying manual dexterity that is curiously exact.
Social Class: Formally, a Forgemaster of the Molten Worlds. As such he bears the respect accredited to the ruler of a planet within the Imperium, and the Fer Volitans have ruled on Kas Matan for nearly fifty centuries, so the lineage is one that is beyond reproach save to the oldest of the old of bloodlines.
Titles: Forgemaster of Kas Matan, Arch-Fabricant of the Midnight Hegemony, Overlord of the Obsidian Navy, Commander-Captain of the Sundspar
Occupation: As the representative of the Midnight Hegemony to the court at Nova Terra and most specifically to the Imperial Navy, the Arch-Fabricant is nominally the ruler of the Hegemony for external purposes and the lead officer of the Obsidian Navy, the allied contingent of Hegemony fleet elements that supplements the rule of law in the northern galactic fringe.
Hobbies/Pastimes: An avid aeronautist, the Forgemaster is accounted a tinkerer by his family and friends, commonly stating that even the Augmented have a duty to seek to more fully understand the workings of the galaxy. His commitment to the Navy and politics have left him with few other hobbies aside from the macroeconomic niceties that any lord of many systems must appreciate to some extent to not go raving mad. Before the Augment he was a noted marksman and duelist in the customary Midnight art of crossed blades, but his changed composition left most of those abilities fairly moot.
Talents/Skills: As an Augment of the Hegemony, Jarn is capable of sustaining massive personal damage before being forced to surrender or shut down. A gifted tactical commander with an eye for warship design, industrial applications, and three-dimensional visualization, Jarnassus is a formidable spaceborne combatant with an analytical mind only made more dangerous by his Augment. Capable of personal disguise due to altered cosmetic composition, the Forgemaster would be an able assassin or infiltrator, if so minded. His ability to coordinate vast amounts of data is remarkable even for a cybernetically enhanced human, though he largely does not display, and his memory nearly impeccable, even when it comes to the most minor of details relating to his domain.
Religious Beliefs: Like most citizens of the Midnight Hegemony, Jarn follows the faith of the Maker, frequently called the Architect of Fate. He is fervent in his beliefs, but does not take a dim view of other religions as many of the other adherents are known to do, treating other worshipers with the calm bemusement of a man who possesses utter surety in his doctrines.
Personality: Cold, and distant. The age of the Arch-Fabricant has meant he has seen many friends and comrades from outside the Hegemony perish to dust over the years, and as such he maintains few contacts in the wider galaxy save those necessary to fulfill industrial contracts and military obligations for the Eternal Throne. His character warms when in space belonging to the Midnight Hegemony, but even then he only socializes sparingly with the prominent citizens of the Molten Worlds and those close to him, preferring to spend his time in ledgers of production or assessing new military designs aimed towards some goal only he perceives.
Biography: Labeled a rogue element in his younger days by some of the other landed families of the Hegemony, Jarn grew up in a privileged position on Kas Matan, crownworld of the Midnight Hegemony and ancestral seat of the Overlord of the Obsidian Navy. Born to a family of three brothers and two sisters, Jarn was the second oldest, and one of the first citizens of the Hegemony to undergo the Augment following the synthesis of the necessary materials on nearby Ascension in the Clarion system. His father, rightly seeing the power that this procedure lent his son, began the widescale Augment implementations that would later be recognized as both a gift and a tragedy throughout the Molten Worlds. Following his elder brother's expiration during the process, Jarn signed on as an ensign in the Black Fleet without the family's permission, going on to serve for nearly three decades before returning to take up his birthright following his father's suicide. Participating in the suppression of the Hrus Uprising, the Outer Scalandran Troubles, and fighting in the Intercide Conflict of 25000 in the neighboring space of Mechin and the Confederacy, Jarn has grown in to a capable leader of men, and indeed stands as one of the most bizarrely experienced soldiers in the Imperium due to his haunted upbringing. Though the Augment itself and the ramifications were concealed from the galaxy at large, the Arch-Fabricant has been at court long enough without many signs of age for some of the nobles of the Imperium to regard him with an almost superstitious fear.

Name of Territory: The Midnight Hegemony
Government: Star Feudalism - House Volitans and the other Houses of the Hegemony owe fealty to the Emperor on Nova Terra, when they take the time to remember their oaths. Hierarchs, hereditary families with established lineages down through the centuries, sit at the top of the social order and rule the many worlds of the Hegemony, using a bureaucracy of merit that has stood untouched for a hundred generations and more.
Capital World: Kas Matan
Population: 5 billion sentients. The Hegemony was never a place of great numbers, the colonists doing their best to avoid the overpopulated devastation that had visited the Core they left, and the Ascent killed nearly nine in every ten of those that had lived at the time. Her growth rate is very low, at a fertility rate of only 0.41 births per family. Without dedicated efforts by her citizens to engineer progeny, and with starkly rare immigration, it is not a stretch to say that the population of the Hegemony would sink rapidly.
Economy: To summarize the economies of a hundred hundred systems would be rather futile, but by and large the Midnight Hegemony is what could be described as an autarkic state; existing as it does on the fringes of civilized space, in the impossibly ancient Halo Stars of the northern rim of the galaxy. The Hegemony trades less and focuses less on services than the Core Worlds and most of the galaxy, preferring esoteric research and macroscale engineering to idle amusement - perhaps a result of having so few men and women in need of luxuries to content them. Most of the population of the Hegemony is concentrated in a string of thirteen planet-wide ecumenopolises, called the Jewels, of which Kas Matan is the most prominent. The Jewels, despite their names, are generally planets that lack any natural beauty or biospheres, the demands of supporting dataspinners, cathedrals, spire-palaces, and industrial yards as large as countries of Old Terra having led to cityscapes and manufacturing arcologies being erected over almost all land areas and natural habitats, with wildlife surviving only in specialized conservation domes and enclosures for the use of those given to such pursuits. Manufacturing and secondary industries consume the time, if not the direct labor, of most of the citizens of the Hegemony, managers of vast armies of automatons and factories, with the Jewels and Forge-Worlds of the Hegemony existing in the symbiosis of manufacturing and industry that supplies a hundred thousand thousand worlds with warships that hang in their night skies and uncounted military sectors with the weapons to fight at the Emperor's behest in the vast Imperium.
Culture: Most Hegemonics would be considered overly insular or reserved to outsiders, interacting as they do only with their colleagues and family members on a day to day basis. The Imperium-wide taboo against automation is effectively nonexistent in Hegemony space due to the cultural memories of the automation required to survive on the fringes of space, and nearly all menial or even semi-skilled jobs have been taken over by artificial assistance. Religious rites are works of panoply and grandeur, with some cathedrals of the Maker stretching from bedrock in to the lower atmosphere. What the rest of the galaxy does sensibly, the Hegemony does at scale, from planetary shipyards that girdle entire manufacturing worlds, to stellar lifters that slowly consume the younger stars of the Matani Belt.
Social Structure: Social structure within the Hegemony tends to be fluid, except for at the highest levels of the aristocracy. Though few formal laws exist to prevent such things as intermarriage with the lower classes, most landed nobility and upper class families will simply never be exposed to the lives of the lower classes, and as such such hierarchies are generally self reinforcing. No democratic or republican worlds exist in the Hegemony, and such tendencies are generally frowned upon even by the common man. After all, the leadership of the Hierarchs and their kindreds have seen the Hegemony clear for longer than most men can comfortably contemplate. Hierarchies flourish where few men are oppressed, and the robotic mind is one of the few things that labors long hours in the Witch Stars.
Territorial Size: The Midnight Hegemony composes almost four hundred planetary systems across the farthest Halo Stars of the known galaxy in the northern rim, known locally as the Witch Stars for their fairly universal sickly hues. Though only a minute amount of these systems are inhabited to a great extent, most bear some form of colonization, be they strip-mining operations controlled from the Jewels, endless agricultural fiefs, or simply stellar harvesters churning out exotic elements and fuel gasses for the immense furnace-foundries of the Molten Worlds. Being abnormally large for a holding, the Hegemony technically defies Imperial proclamations on the issue, but nobody has bothered with enforcing such an arbitrary restriction for centuries out on the edges of known space; in truth many of the systems that the Hierarchs control fall in a legal gray area, being uncontrolled by other polities and mined for several centuries before being abandoned, and therefore not "formally" part of the entity's claimed space. As of the most recent census of the Arch-Fabricant, the Hegemony composes 398 planetary systems containing 15 Beta-class worlds, 2 Epsilon-class worlds, 30 gamma/cheti/omega/theta class worlds, 95 delta class worlds. A variable amount of lower class worlds also exist within the Hegemony, but are not considered as anything save raw materials for Hegemonic administrative purposes.
Military and Security Forces: The Burning Armies are the formal forces that are responsible for the protection of the Midnight Hegemony, alongside the Blackguards which are the elite forces most families of the Hierarchs retain for personal protection and force projection in the politics of the Hegemony. The Burning Armies are almost completely automated, with vast ship-brains of their control cruisers in the Obsidian Fleets monitored by specialized personnel directing entire armies and squadrons of mechanized vehicles in to battle where required. Human elements within the Burning Armies are very limited, with most ranks below those of field officers being filled by various degrees of servitor commanded by cybernetically-altered or Augmented captains. The Obsidian Navy is the naval elements of the Hegemony, and generally accorded the most funding and resources of any of the Hegemony's elements. Formally part of the Imperial Navy, an aristocratic elite order where junior officers may be the only humans aboard frigates in a sea of automation, they realistically answer to the Overlord above all other commands, and possess both the numbers and firepower to lay waste to many systems indeed. The ships held back from export from the Hegemony are true megaliths of spaceborne combat, behemoths as large as small moons capable of turning worlds to molten slag.
The Burning Armies number some two hundred thousand organics in strength, with reservists numbering a further six hundred thousands; most inorganic components of the Armies are maintained in storage, with day zero strength at activation of five combat-capable drones for every Hegemonic. The Blackguards number some ten thousand additional combat personnel. The Obsidian Navy deploys one hundred fifty eight ships of above-capital class, six hundred capitals, and subsidiary fleets of two thousand eight hundred and fifty four lesser vessels.


The Imperium doesn't have a taboo regarding Automation and age is a bit high. By ships like small moons I'm assuming only like ten kilometers across. But otherwise accepted.
Resident Fox lover
If you don't hear from me for a while...I'm inna woods.
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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Oct 13, 2020 7:03 pm

Imperialisium wrote:
G-Tech Corporation wrote:Hmm, yes.

Name: Jarnassus Fer Volitans
Nickname: Jarn
Age: 730
Birth Date: Rotation 3, 24929
Gender: Male Personality
Planet of Origin: Kas Matan
Race/Species: Officially, cybernetic human. De facto, Augment.
Height: 2.1 meters
Weight: 168 kg
Physical Description: Jarn stands tall amongst most men, and wears the form of a man in his early augmented fifties with a deep close-cropped black beard and dark emerald eyes set in a tanned face. Occasionally a hint of violet light strays into these eyes, but only rarely when around baselines. Customarily clad in the deep slate-gray greatcoat and bareheaded attire of a commander of the Obsidian Navy, his face bears slight scars from a boarding action in his youth that the entity chooses to remember. Muscled like a brawler rather than a fencer, his hands are great shovels with surprisingly nimble fingers, betraying manual dexterity that is curiously exact.
Social Class: Formally, a Forgemaster of the Molten Worlds. As such he bears the respect accredited to the ruler of a planet within the Imperium, and the Fer Volitans have ruled on Kas Matan for nearly fifty centuries, so the lineage is one that is beyond reproach save to the oldest of the old of bloodlines.
Titles: Forgemaster of Kas Matan, Arch-Fabricant of the Midnight Hegemony, Overlord of the Obsidian Navy, Commander-Captain of the Sundspar
Occupation: As the representative of the Midnight Hegemony to the court at Nova Terra and most specifically to the Imperial Navy, the Arch-Fabricant is nominally the ruler of the Hegemony for external purposes and the lead officer of the Obsidian Navy, the allied contingent of Hegemony fleet elements that supplements the rule of law in the northern galactic fringe.
Hobbies/Pastimes: An avid aeronautist, the Forgemaster is accounted a tinkerer by his family and friends, commonly stating that even the Augmented have a duty to seek to more fully understand the workings of the galaxy. His commitment to the Navy and politics have left him with few other hobbies aside from the macroeconomic niceties that any lord of many systems must appreciate to some extent to not go raving mad. Before the Augment he was a noted marksman and duelist in the customary Midnight art of crossed blades, but his changed composition left most of those abilities fairly moot.
Talents/Skills: As an Augment of the Hegemony, Jarn is capable of sustaining massive personal damage before being forced to surrender or shut down. A gifted tactical commander with an eye for warship design, industrial applications, and three-dimensional visualization, Jarnassus is a formidable spaceborne combatant with an analytical mind only made more dangerous by his Augment. Capable of personal disguise due to altered cosmetic composition, the Forgemaster would be an able assassin or infiltrator, if so minded. His ability to coordinate vast amounts of data is remarkable even for a cybernetically enhanced human, though he largely does not display, and his memory nearly impeccable, even when it comes to the most minor of details relating to his domain.
Religious Beliefs: Like most citizens of the Midnight Hegemony, Jarn follows the faith of the Maker, frequently called the Architect of Fate. He is fervent in his beliefs, but does not take a dim view of other religions as many of the other adherents are known to do, treating other worshipers with the calm bemusement of a man who possesses utter surety in his doctrines.
Personality: Cold, and distant. The age of the Arch-Fabricant has meant he has seen many friends and comrades from outside the Hegemony perish to dust over the years, and as such he maintains few contacts in the wider galaxy save those necessary to fulfill industrial contracts and military obligations for the Eternal Throne. His character warms when in space belonging to the Midnight Hegemony, but even then he only socializes sparingly with the prominent citizens of the Molten Worlds and those close to him, preferring to spend his time in ledgers of production or assessing new military designs aimed towards some goal only he perceives.
Biography: Labeled a rogue element in his younger days by some of the other landed families of the Hegemony, Jarn grew up in a privileged position on Kas Matan, crownworld of the Midnight Hegemony and ancestral seat of the Overlord of the Obsidian Navy. Born to a family of three brothers and two sisters, Jarn was the second oldest, and one of the first citizens of the Hegemony to undergo the Augment following the synthesis of the necessary materials on nearby Ascension in the Clarion system. His father, rightly seeing the power that this procedure lent his son, began the widescale Augment implementations that would later be recognized as both a gift and a tragedy throughout the Molten Worlds. Following his elder brother's expiration during the process, Jarn signed on as an ensign in the Black Fleet without the family's permission, going on to serve for nearly three decades before returning to take up his birthright following his father's suicide. Participating in the suppression of the Hrus Uprising, the Outer Scalandran Troubles, and fighting in the Intercide Conflict of 25000 in the neighboring space of Mechin and the Confederacy, Jarn has grown in to a capable leader of men, and indeed stands as one of the most bizarrely experienced soldiers in the Imperium due to his haunted upbringing. Though the Augment itself and the ramifications were concealed from the galaxy at large, the Arch-Fabricant has been at court long enough without many signs of age for some of the nobles of the Imperium to regard him with an almost superstitious fear.

Name of Territory: The Midnight Hegemony
Government: Star Feudalism - House Volitans and the other Houses of the Hegemony owe fealty to the Emperor on Nova Terra, when they take the time to remember their oaths. Hierarchs, hereditary families with established lineages down through the centuries, sit at the top of the social order and rule the many worlds of the Hegemony, using a bureaucracy of merit that has stood untouched for a hundred generations and more.
Capital World: Kas Matan
Population: 5 billion sentients. The Hegemony was never a place of great numbers, the colonists doing their best to avoid the overpopulated devastation that had visited the Core they left, and the Ascent killed nearly nine in every ten of those that had lived at the time. Her growth rate is very low, at a fertility rate of only 0.41 births per family. Without dedicated efforts by her citizens to engineer progeny, and with starkly rare immigration, it is not a stretch to say that the population of the Hegemony would sink rapidly.
Economy: To summarize the economies of a hundred hundred systems would be rather futile, but by and large the Midnight Hegemony is what could be described as an autarkic state; existing as it does on the fringes of civilized space, in the impossibly ancient Halo Stars of the northern rim of the galaxy. The Hegemony trades less and focuses less on services than the Core Worlds and most of the galaxy, preferring esoteric research and macroscale engineering to idle amusement - perhaps a result of having so few men and women in need of luxuries to content them. Most of the population of the Hegemony is concentrated in a string of thirteen planet-wide ecumenopolises, called the Jewels, of which Kas Matan is the most prominent. The Jewels, despite their names, are generally planets that lack any natural beauty or biospheres, the demands of supporting dataspinners, cathedrals, spire-palaces, and industrial yards as large as countries of Old Terra having led to cityscapes and manufacturing arcologies being erected over almost all land areas and natural habitats, with wildlife surviving only in specialized conservation domes and enclosures for the use of those given to such pursuits. Manufacturing and secondary industries consume the time, if not the direct labor, of most of the citizens of the Hegemony, managers of vast armies of automatons and factories, with the Jewels and Forge-Worlds of the Hegemony existing in the symbiosis of manufacturing and industry that supplies a hundred thousand thousand worlds with warships that hang in their night skies and uncounted military sectors with the weapons to fight at the Emperor's behest in the vast Imperium.
Culture: Most Hegemonics would be considered overly insular or reserved to outsiders, interacting as they do only with their colleagues and family members on a day to day basis. The Imperium-wide taboo against automation is effectively nonexistent in Hegemony space due to the cultural memories of the automation required to survive on the fringes of space, and nearly all menial or even semi-skilled jobs have been taken over by artificial assistance. Religious rites are works of panoply and grandeur, with some cathedrals of the Maker stretching from bedrock in to the lower atmosphere. What the rest of the galaxy does sensibly, the Hegemony does at scale, from planetary shipyards that girdle entire manufacturing worlds, to stellar lifters that slowly consume the younger stars of the Matani Belt.
Social Structure: Social structure within the Hegemony tends to be fluid, except for at the highest levels of the aristocracy. Though few formal laws exist to prevent such things as intermarriage with the lower classes, most landed nobility and upper class families will simply never be exposed to the lives of the lower classes, and as such such hierarchies are generally self reinforcing. No democratic or republican worlds exist in the Hegemony, and such tendencies are generally frowned upon even by the common man. After all, the leadership of the Hierarchs and their kindreds have seen the Hegemony clear for longer than most men can comfortably contemplate. Hierarchies flourish where few men are oppressed, and the robotic mind is one of the few things that labors long hours in the Witch Stars.
Territorial Size: The Midnight Hegemony composes almost four hundred planetary systems across the farthest Halo Stars of the known galaxy in the northern rim, known locally as the Witch Stars for their fairly universal sickly hues. Though only a minute amount of these systems are inhabited to a great extent, most bear some form of colonization, be they strip-mining operations controlled from the Jewels, endless agricultural fiefs, or simply stellar harvesters churning out exotic elements and fuel gasses for the immense furnace-foundries of the Molten Worlds. Being abnormally large for a holding, the Hegemony technically defies Imperial proclamations on the issue, but nobody has bothered with enforcing such an arbitrary restriction for centuries out on the edges of known space; in truth many of the systems that the Hierarchs control fall in a legal gray area, being uncontrolled by other polities and mined for several centuries before being abandoned, and therefore not "formally" part of the entity's claimed space. As of the most recent census of the Arch-Fabricant, the Hegemony composes 398 planetary systems containing 15 Beta-class worlds, 2 Epsilon-class worlds, 30 gamma/cheti/omega/theta class worlds, 95 delta class worlds. A variable amount of lower class worlds also exist within the Hegemony, but are not considered as anything save raw materials for Hegemonic administrative purposes.
Military and Security Forces: The Burning Armies are the formal forces that are responsible for the protection of the Midnight Hegemony, alongside the Blackguards which are the elite forces most families of the Hierarchs retain for personal protection and force projection in the politics of the Hegemony. The Burning Armies are almost completely automated, with vast ship-brains of their control cruisers in the Obsidian Fleets monitored by specialized personnel directing entire armies and squadrons of mechanized vehicles in to battle where required. Human elements within the Burning Armies are very limited, with most ranks below those of field officers being filled by various degrees of servitor commanded by cybernetically-altered or Augmented captains. The Obsidian Navy is the naval elements of the Hegemony, and generally accorded the most funding and resources of any of the Hegemony's elements. Formally part of the Imperial Navy, an aristocratic elite order where junior officers may be the only humans aboard frigates in a sea of automation, they realistically answer to the Overlord above all other commands, and possess both the numbers and firepower to lay waste to many systems indeed. The ships held back from export from the Hegemony are true megaliths of spaceborne combat, behemoths as large as small moons capable of turning worlds to molten slag.
The Burning Armies number some two hundred thousand organics in strength, with reservists numbering a further six hundred thousands; most inorganic components of the Armies are maintained in storage, with day zero strength at activation of five combat-capable drones for every Hegemonic. The Blackguards number some ten thousand additional combat personnel. The Obsidian Navy deploys one hundred fifty eight ships of above-capital class, six hundred capitals, and subsidiary fleets of two thousand eight hundred and fifty four lesser vessels.


The Imperium doesn't have a taboo regarding Automation and age is a bit high. By ships like small moons I'm assuming only like ten kilometers across. But otherwise accepted.


Ah, that might be me misremembering something then. I recalled something about Terranism or some other mainstream faith abhorring making machines that can think like men. But you might have changed that.
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Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 7:03 pm

Brusia wrote:Hey, glad to see this back again! Figured I'd bring my character from the previous iterations back if that's alright:

Name: Johnathan Aetius
Nickname: "Blackjack" and "The Hero of Rigel IV"
Age: 93
Birth Date: 25,616
Gender: Male
Planet of Origin: Nova Terra
Race/Species: Genetically-modified human
Height: 6'2''
Weight: 170lbs
Physical Description or Image: Out of armor, In combat armor
Social Class: Though only minor nobility, the Aetii are highly devoted to military service, and are renowned for having produced some of the Imperium's finest officers spanning back countless generations.
Titles: High-General
Occupation: High-General in the Imperium Army
Hobbies/Pastimes: Enjoys studying military history, strategy, and tactics, as well as training, sparring, and most of all: war.
Talents/Skills: A brilliant strategist and tactician, exceptional swordsman, and a good shot.
Religious Beliefs: Adherent of the Fides Martii, a religion popular among some in the Imperial military which teaches that one can enter the paradise of Elysium through honorable conduct and glory acquired through battle.
Personality: An honorable, no-nonsense soldier through and through. He cares for little outside of battle and the men under his command, and couldn't give two-shits about politics except for when it interferes with his ability to do his duty. While he can be quite vocal about certain issues with his closest confidants in private, in public he has a reputation for being somewhat taciturn, preferring to speak with his actions more than his words. That said, he can say much while speaking little, and his men have learned to pay close attention to what he does have to say.
Biography: From the moment he was conceived, Johnathan Aetius was destined to become a soldier and leader of men. His father spared no expense in having him genetically-modified to be faster, smarter, and stronger than the average man for precisely that purpose; and his youth was devoted entirely to perfecting the art of war. In addition to studying military history, strategy, and tactics, the young Aetius was subjected to a variety of brutal combat techniques and martial arts forms, as well as training with a vast array of firearms and other weapons. Though skilled with a rifle, Aetius proved to be particularly adept as a swordsman, and after only a few years training was often able to even defeat his instructors with a blade.

An unfortunate side-effect of his genetic-modifications was that the increased metabolic rate that helped to make his stronger and faster also caused him to age more rapidly than the average human, so to offset the time lost to his genetics his father arranged for him to being his formal training at the Nova Terra Officer's Academy at the age of 14. The training was tough, but Aetius' father had seen that he was more than prepared for it. He routinely outperformed his compatriots in nearly all of his classes, and two years later graduated at the top of his class. His skills caught the eye of the Imperial Guard, who selected him for additional training with their organization. The training was excruciatingly brutal, and over the course of the year-long training program only half of the class lived to see graduation. Fortunately, Aetius was among those survivors, and thanks to his prior officer's training was commissioned into the Guard as a Lieutenant. As a graduation present, his father spent a small fortune on a prototype plasma blade so that his son could play to his strengths in the battles to come, and Aetius continues to wield that weapon to this day.

Eager to earn some glory for himself and his family, Aetius signed on to lead the most dangerous missions the Guard had to offer. Though many such missions had been written off as suicide runs, Aetius returned victorious from each assignment; resulting in a rapid rise through the ranks, and earning him the nickname "Blackjack." He reached the rank of Commander by the age of 38, but the further he rose through the ranks, the more he began to butt heads with his superiors. He didn't share the fanatical devotion to the Emperor that many in the Guard had, and where most would obey their orders unquestioningly, Aetius' strong sense of honor led to his conveniently having equipment failures when he was ordered to do things he considered dishonorable. Finally, when he was ordered to violently suppress a civilian protest, he decided he'd had enough and put in for an immediate transfer to the Imperial Army.

The Army was only too glad to take in someone with Aetius' record, and after transferring him in at the rank of Lieutenant Colonel, he was placed in command of a Battalion. When Aetius arrived, he was appalled at what he considered to be a lack of discipline and poor training among the Battalion's grunts. He immediately devised his own training regimen based off of the Guard's training and the regimen his father had designed for him, and ordered every officer and soldier in the Battalion to participate. Though most hated Aetius at first (and some even talked of mutiny), when the Battalion was deployed to its first combat zone the men soon began to understand the training's value. Following their first major engagement, Aetius' Battalion suffered fewer casualties while inflicting more enemy fatalities than any other Battalion in the Sector Army. That he fought on the frontlines alongside his men throughout the entire engagement quickly earned him the respect of the officers and troops under him, and it wasn't long before he was promoted to the rank of Colonel.

As the years dragged on, Aetius continued to fight on the frontlines despite getting shot, stabbed, burned, blown up, and having the scars to show for it. This earned him the undying loyalty of his men, and helped him continue to rapidly rise through the ranks; reaching General at the age of 75 and continuing to mandate his elite training regimen for everyone in the Third Army which was placed under his command. At 81 he gained the greatest boon to his reputation during the Battle of Rigel IV. Though his Army had fought well, Aetius' requests for reinforcements fell on deaf ears, and he instead received orders to evacuate the planet and redeploy to a combat area deemed to be of greater strategic interest. That this would mean leaving the 10 million citizens of the Imperium living in the planet's capital at the mercy of their enemy evidently meant little to his superiors, and Aetius ended up suffering from one of his famous communications equipment malfunctions before he could confirm his orders. He did manage to call in a few favors before the equipment mysteriously broke down, and was able to get a transport fleet large enough to evacuate the Capital rerouted to their position, but it would take four days for them to arrive.

Aetius used every trick in the book to hold the enemy at bay, deploying all manner of traps and ambush tactics to whittle down their numbers and keep the fighting out of the Capital. Despite being outnumbered 10 to one, Aetius' soldiers fought with extraordinary courage and valor, and with Aetius leading them from the front, managed to overcome the odds and kept the city safe until the transports could arrive to evacuate them and the civilians to safety. Fortunately, the fact that no one could definitively prove that Aetius ever received the confirmed order to evacuate the planet kept him from being court-martialed, and when the media learned of what happened from the rescued civilians, they quickly jumped on the story: proclaiming Aetius the "Hero of Rigel IV" and praising the bravery of the Imperium soldiers who gave their lives to protect the citizens of the Imperium. The story provided a much needed boost to the Imperium's morale, and after the Emperor himself praised the Third Army's actions, Aetius' superiors quickly changed their tune and competed to take credit for ordering Aetius to defend the planet. Ultimately, one of the Emperor's Joint Chiefs won out, and to try and make everything look more convincing, he awarded Aetius with the highest honor that could be bestowed in the Imperium military, and promoted him to the rank of High-General.

Placed in command of an entire Sector Army, Aetius proceeded to implement his training regimen for the millions of troops under his authority, and over the course of the last two years has refined them into the one of the finest fighting forces in the entire Imperium. His actions at Rigel IV helped to cement his soldiers' loyalty for him, and as he continued to fight alongside them in spite of his high rank, he inspired in many a devotion nearly as fierce as the Guards have for their Emperor. This has led to a concern among some Imperium brass that the men under Aetius' command may be more loyal to their General than they are to the Emperor, and some of his more envious rivals have even begun to demand that Aetius be removed from his command, lest he try and use his soldiers to make a play for the Imperial Throne. For his part, Aetius has done everything in his power to avoid the political mess the Imperium now finds itself in, and has focused his time and attention on that greatest of human endeavors: war.


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@G-Tech, Some religions dislike thinking machines. The Imperium in the secular sense doesn't have issue with them.
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Corrupt Dictatorship

Postby Union Princes » Tue Oct 13, 2020 7:04 pm

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Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 7:25 pm

Bolslania wrote:Name: Jac Vandercalt
Nickname: The Bloody Governor
Age: 47
Birth Date: March 15th 25,649
Gender: Male
Planet of Origin: Nova Terra
Race/Species: Human
Height: 5'11"
Weight: 176 pounds
Physical Description or Image:(Image)
Social Class: Middle upper class family background, however his parents didnt give him much in the way of inheritance. But he is currently the military governor of a Cheti class planet
Titles: General, Amban
Occupation: General in the Imperial Army and Amban of Sao Eviticus
Hobbies/Pastimes: Chess, reading, fencing, appreciates some TV now and then
Talents/Skills: Tactically and strategically skilled, fairly decent shot, understands people well.
Religious Beliefs: Agnostic
Personality: Generally is a polite and well-meaning man, but can at times be ruthless and brutal to those who cross him. He's earned a penchant for ruthlessness from when he had to clear out a band of pirates harassing a trade network. He didnt take prisoners.
Biography: Born to a military family on Nova Terra, Jac had a reasonably pleasant life growing up. When he became 18, his parents sent him to the Nova Terran Army Academy. This did not overly bother him seeing as how he had already expressed an interest in military service. In the Academy, he adapted well to military life, not being overwhelmed by the strictness or regimentedness of the Army. While he was only ok at the academics, he scored top marks in the war games and tactical and strategic studies courses. His aptitude here led him to graduate 5th in his class, which earned him a position on the frontlines of the Imperium, bringing pirates and rebels to heel as the facade of Imperial dominance began to fade. After several years of active duty and fighting, Vandercalt earned his way up to a command role, being stationed as an aide to a military governor. He was essential in clearing out bands of pirates, ensuring a safe route for supplies to troops, and materials and currencies in Sector 19. This distinction earned him his governorship of a few industrial planets and trade hubs, about 2 Cheti class and 1 Beta class planets in Sector 12. It was a reasonably peaceful assignment, that is until Imperial power truly began to fade and widespread revolts struck the Imperium. Now he is stuck, not knowing who to side with, due to his distance from Nova Terra, he is hesitant to remain loyal for fear of attack, but he doesn't want to side with the socialist and communist revolutionaries. He has however built up a significant military force to protect himself from aggressors.



If Great House or a leader of a Faction like a SAS, Colony, Et Cetera
Name of Territory: The Imperial Governorate of Sao Eviticus
Government: Imperial Governate
Capital World: Sao Eviticus
Population: total population of all the worlds is 11 billion
Economy: Based mostly around exporting essential manufacturing materials. Commerce and free market is preferred, but there are a healthy amount of government programs.
Culture: the people of Sao Eviticus are mostly miners and workmen, and have developed a culture that prides hard work, as well as respecting someone who is smart or hard working enough to not have to do it anymore.
Social Structure: The Imperial Government is the primary body, and the Governor and high ranking military officials occupying the top social caste. Below them it breaks down into economic classes, with the big business owners and corporate CEOs holding the next caste. Below them are the mid level workers, ie. Foremen and General managers, last, but not least, come the run of the mill laborers. The class divide is reasonably minor, seeing as how quality of life for even the lowest class tends to be fairly good because of the government programs
Territorial Claim: 2 Cheti class planets (Sao Evidium and Sao Illiptum) , mountainous in nature. 1 Beta class planet (Sao Eviticus) 1 moon (Sao Eviticus Minor) that mostly holds high power radio equipment and related equipment. 2 space stations to dock large super freighters for loading and unloading
Military and Security Forces: 5 Army Groups, each composing 2 Corps of 3 divisions of Infantry, 1 Division of Armor, 1 Brigade of Cavalry Scouts, 1 Brigade of Artillery, 1 Brigade of Anti aircraft artillery.

Alongside the ground forces there are 15 wings of air-superiority aircraft, 6 wings of strike aircraft and 1 flotilla of space faring warships


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Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 7:37 pm

The Empire of Tau wrote:
Name: Polan Brown
Nickname: N/A

Age: 38
Birth Date: May 1st, 25,660
Gender: Male

Planet of Origin: Nasak
Race/Species: Human

Height: 5’6
Weight: 151 lbs

Physical Description or Image: Polan Brown during the Pejan Revolution on Kebin
Social Class: Armed and Angry Proletariat
Titles: Chief of General Staff

Occupation: Socialist Revolutionary
Hobbies/Pastimes: Writing, printing, and cooking.
Religious Beliefs: N/A

Talents/Skills: Polan, over his career of 7-8 years of guerilla warfare, has a vast understanding of the finer points of committing to an irregular method of war. Somewhat early on in his career, on a tactical scale, Brown was able to confidently execute amushes, hit-and-run attacks, supply raids, and likewise. Going further into his career, Polan quickly understood the socio-economic and political aspects of waging a socialist revolutionary campaign, and the important factor of civic importance of social reform among the lower classes as the campaign went on. On Kebus, where Brown started to gain prominent roles in command, staffing, and logistics, he would take the task of learning how to manage a decentralized to semi-centralized organizational structure of a guerilla army of hundreds of different cells and columns of fighters, along with maneuvering the political aspect of such army at his level of command. Polan Brown is also a medical professional, having gone to higher education, graduated, and then using such knowledge in the medical service industry for a few years, and elsewhere on his Pejan Journey, and then in his guerilla fighter career.

Personality: When not in active combat and on the job, Polan is a polite and soft-spoken person. He is extremely patient and calm, unable to easily get annoyed or anxious. Polan will also make sure that people around me are comfortable, both mentally and physically, as per his selfless nature. The man has a genuine care for others and keeps in mind their feelings and such. On duty, Polan is more assertive and loud, understanding his role as a leader and commander of a revolutionary movement, and will not be afraid to engage in heavy debate over on what to do next.

Biography:
Early Life
Polan Brown, originally known as Silson Brown at birth and for much of his early life and early adult years, was born to a middle-class family in the periphery region, in the civil world known as Nasak. Silson was introduced to a wide spectrum of political perspectives as a young boy, with his father being a prominent civil servant who debated his colleagues within the household, when invited for a drink. In school as a teen, Silson actively attended sport clubs and events, but more often enjoyed the passion of reading various subjects on the matter of the history of the Imperium, religion, political science, and economics. In university, Silson chose the path of medical science for his future, much to the dismay of his father but happiness to her mother. After graduation, Silson spent some years in the medical service industry in Nasak before deciding to take a journey throughout the Pejan Sector (where Nasak was located in), wanderlust if you will.

The Pejan Journey
Starting on his homeworld first, Silson went onwards to the rural side of Nasak since he had never seen a farm or the people there in his life before, in person anyhow, he heard and seen plenty of them in the mainstream news and likewise in his comfortable urban dwelling. The southwest continent of Kebin was where Silson first traveled, where he transversed a total of 1,000-kilometers, one of his shorter-journeys. In what Silson calls his “first-journey,” he was shocked by the low-living conditions and life that these farmers had on their small plots of farmland, where wealthy landlords owned the plots and demanded high-rent. Silson was then unhappy to find out that the same crushing poverty extended to much of the whole Kebin continent to mines, factory-towns, and likewise. The man decided to do more investigation research on his own, proposing as a poor farmer looking for work. Silson got a job as a farm-hand in the Bretti’s family, a poor household of four.

For three-years, Silson committed himself to the lifestyle of those workers, damming his personal life as a successful doctor back home. Backbreaking labor was the first thing that Silson noted. The Bretti’s family had to keep getting as much high-yield from their small plot, in order to get the money that they needed to repair their equipment, pay rent, get seeds, and what else needed for life. There was little crop left for the Bretti(s), just enough to eat off of, and barely any money to take home, compounded by living and job costs. The father and husband of the family, Wayson, did have an education under his belt, albeit it was very limited to just decent reading and writing skills. The rest were not so educated in matters of their father, unable to write but barely able to read. Medical care was out of their reach by cost and the distance of the closest hospital. Silson, a trained doctor, did his best to aid the Bretti family medically, but the lack of any form of proper equipment and drugs did not help in the slightest.

The interactions of the Bretti family with other farmers in the area greatly impressed Silson. Noted in his diary was “unbelievable camaraderie and solidarity among those desperate and poverty stricken people.” Brown did have to eventually leave the Bretti(s), but not without saying a goodbye and a hug. In his quest to figure out if similar conditions existed elsewhere, Silson traveled to other planets in the Pejan sector. The “second-journey” landed the man on the planet of Keus, a massive-hub of mining and industry for the sector. To his amazement, things were worse. Recollecting from memory, the young adult remembered that Keus used prison labor. In order to understand the nature of work here, Silson volunteered as a medical worker in a clinic. From daily conversations with the prisoners, a lot of them were given minor offenses, with few given heavy charges. They slept in tight, unsafe, and unclean rooms. The food was ungodly, and their work was highly dangerous with no benefits or wage afforded to them. In essence, the “prisoners” here were nothing more than legal-slave labor. Other prisoners noted that they were factory workers, where their conditions were no worse than the miners.

With enough seen, Silson went on to other planets, resulting in his final “fourth-journey” at the age of 29. The doctor went back to the Bretti(s) to say hi after some odd years. The family was still alive and Silson wanted to know what was occurring now. Wayson told Silson that he heard about a new land redistribution program planned. Digging into this, Silson figured out that a new admin head was appointed in Kebin, a popular figure of the name Else Akeley. Intrigued, Silson got to one of her open-speeches in the Kebin capital of Ierev. While there, Silson met and connected with the Communist Party of Nasak (CPN). Shortly after Akeley’s speech, a Galactic Commercial Combine backed coup occurred with the blessing of the local Imperium administration. A military junta was quickly installed with reforms undone, including the land reform that was all so important to Else Akeley’s platform. Silson, like he always does, did research and found out that the GCC had an agri-subsidiary operated here, and that the reforms by Akeley would harm the profits and lower the agri-subsidiary production of food and other trade-goods. Realizing what had to be done, Silson joined the Liberation Front for Kebin (LFC), an armed militia organized by the CPN.

The Pejan Revolution
Silson was not prepared mentally or physically for his new role as a guerilla fighter. He never been in combat, or even killed anyone before. He never fired a gun nor understood the fine points of guerilla warfare, and what that would entail. In all, Silson was wholly unready. Weeks turned into months as Silson’s mental condition worsened, resulting in multiple mental breakdowns, compounded by the injuries of war seen on his fellow fighters as he served as the only professional doctor in his unit of ten. Silson eventually ran away from his column and to the Bretti’s family. To his sadness, the man found a ruined plot and house. The whole family was slaughtered. Silson knew nothing on why or what reason, but it did not matter now. Inspecting the corpses, Silson saw the son of the Bretti family, Polan Bridge, hanged and his head nowhere to be seen. Alone and isolated, Silson attempted sucide but managed to pull himself up in the three weeks he stayed in the destroyed house.

Sadness and isolation soon turned into rage against the capitalist system and its allies. He made it this far. There is no turning back now. In honor of a good friend, Silson abandoned his first name in favor of Polan. While starving and weakened from eating little in his three week stay, Polan reconnected with a LFC column. Brown would have been executed for being a deserter, but no-one recognized him on account of his appearance being different enough from his state of body, and a slight change in voice. Over the months in his column, Polan quickly picked up the lessons of his officers, and read what military theory on irregular warfare wherever he could. Each hit-and-run attack, ambush, supply raid, and action taken, was engraved into the mind of Brown. Experience slowly but surely came to Polan. A year and half-in, Polan was understanding the finer points of guerilla warfare. Brown not only saw himself as a fighter, but also a social reformer. Afterall, what the hell was he fighting for? In his downtime, the man educated the peasant and whoever else on reading, writing, and medical aid, among other things like maintaining farms and buildings.

The situation on Kebin was slowly becoming unwinnable for the LFC as the Imperium started to pour into the continent. In the fifth year of prolonged war, the LFC was on its last legs with planetary and Imperium forces soon clearing out the last supply caches and bases. Polan and what few fighters were left knew that they had to escape, but to where? As if God answered, news of a massive rioting and fighting erupted on Keus. Looks like the prisoners got some inspiration from Nasak. Without much delay, Polan and the remnants of the LFC, now renamed to the Pejan Liberation Front (PLF), landed on Keus. Now filled with enough experience, Polan formed his own column of fighters. Another period of prolonged irregular warfare occurred, but not only on Keus and formerly Kebin, but elsewhere in the whole of the Pejan sector. Polan saw himself commanding not just a single unit of fighters but soon hundreds and then thousands of fighters. Brown then started to enact his social reforms seen back on Kebin, but on a larger scale. The fight for freedom and equality did not stop at just fighting back the reactionaries, but breaking down traditionalism and uplifting the proletariat. Sadly for Polan, as happened on Kebin, the revolution on Kebus was doomed as the Imperium cracked on the whole sector itself. Everywhere else in the sector, revolutionary movements were being killed left and right. To much of his regret, Polan had to leave the sector and go deeper into the outer-rim. Collecting his most seasoned officers, fighters, and whatever else, Brown fled the Prejan sector. The Pejan Revolution had failed, but You Cannot Kill an Idea.
FACTION APPLICATION
Name: People’s Liberation Front (PLF)
Organizational Structure: Socialist Revolutionary Movement/Guerilla Army

Military and Security Forces: What remnants of the PLF in the aftermath of the failed Pejan Revolution is few. Only 715 individuals went on with Polan Brown on a cargo-ship and onwards deeper into the outer-rim. Among these people are the utmost battle hardened veterans of war, from normal guerilla fighters to officers, and then the general staff. Equipment quality is different from each member, trending towards unsatisfactory performance, and all of it is captured Imperial stock. Supply is, not surprising, low. Luckily, there is a hydrofarm and water recycler (plus a large storage of water and fuel) but nothing larger then that - just the basic necessities of life to keep them going. Their taken ship is a small fast blockade runner of 1.3km, with a jump-drive.


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Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 7:43 pm

Union Princes wrote:
Name: Irene Himmel
Nickname: The Sun Daughter
Age: 42
Birth Date: September 2nd, 25,683 CE
Gender: female
Planet of Origin: Betreuen
Race/Species: Human
Height: 5’ 10”
Weight: 175 lbs
Physical Description or Image:
Social Class: Minor Nobility
Titles: Baroness/ of Betreuen, Governor of Betreuen
Occupation: Acting governor and military commander of the Betreuen Penal colony
Hobbies/Pastimes: Drinking Boba Milk Tea, painting, and cooking
Talents/Skills: An adept administrator with an affinity for quick tactical and strategic decisions. Her logistical vision and insight into civil and military maintenance ensure her place as Betreuen’s most ambitious warden.
Religious Beliefs: Agnostic on all religions, she is far more concerned with the material realm to think about eternal life after death. Irene takes great offense when religious orders interfere with her rulership as she considers them too contemptuous to give meaningful help.
Personality: A ruthless and pragmatic woman that despises hedonism and incompetence. Living in a penal colony surrounded by rapists, murderous, thieves, crackers, and political prisoners, Irene refuses to be part of a world, much less a universe, surrounded by degeneracy. Whatever it takes, she will drag them down kicking and screaming to wipe out their sin and make them model citizens of the Imperium.
Biography: Being born in a penal colony haphazardly run by apathetic governors, Irene had to grow up fast in order to be safe from the gangs forming around the slums. Despite coming from a minor noble household, her parents were exiled in disgrace here. As such, the family name meant nothing to the criminals and lowlifes sent to live on Betreuen. With no point of trying to form a living here, Tanya lied about her age and enlisted in the Imperial Army at 14 after her parents were murdered in a gang war. Being part of the Imperium’s oldest military institution surely meant a stable life, right?

For Irene, it was a way to channel her frustration and internal hatred towards the criminals on her home planet. Every night she would go to bed thinking of tearing them apart with her own hands to satisfy her vengeance and every morning she would wake up disappointed that she was only dreaming of her revenge. As to her instructors and commanding officers, Irene was a model soldier of the Imperium: loyal, unyielding, and highly competent. As Fate would have it, once she graduated as the ace Lieutenant of her class from the military academy and transferred back to Betreuen as part of the garrison.

Only there did her festering wrath finally reveal itself when she executed her first criminal for several accounts of murder at 16 years old Betreuen. Such an act would get her court-martialed but the governor let the issue slide as he saw her as nothing more than an attack dog to keep the unruly populace from spilling over into open rebellion. Decades of neglect by the sycophantic planetary rulers combined with the death world nature left the colony in danger of failing to the elements. Unfortunately for the negligent governor, Irene would not be content being someone else’s tool in the shed.

Forming her own faction of like-minded individuals, she quickly set out to remove the governor out of office in a bloodless coup in his palace and in a violent crackdown against the colonists. Offering a choice of abdicating his position to her or facing the Emperor’s wrath after revealing to the Senate evidence of his criminal neglect on his rulership, the governor picked the former and fled the planet. A great victory although it was scandalous enough for her to get shafted from a promotion.

After 20 years, Betreuen had turned from a failed attempt at a penal system to a model colony in the Imperium. By ruling though an iron fist under a velvet glove, criminals and outcasts from every corner of the Imperium have been reformed into outstanding citizens and loyal soldiers. Slowly but surely, through steeled determination and countless deaths of the worst offenders, the death planet was being conquered.

With her grand experiment a massive success, Irene began looking towards Nova Terra. It was no secret that the Imperium was in decline with rising poverty and an influx of new criminals sent to her planet as future colonists. Fearful of a universe in chaos, Irene had to submit her proposal to the Imperial Senate to enact some badly needed reforms.

Unfortunately for her, her success in Betreuen brought suspicion to the high nobility in the Imperium. The “Upstart Lieutenant” from a backwater planet coming to the capital to lecture them how they should govern the universe...Even if it’s proven that the lowlifes and criminals of the Imperium have been reformed under Irene’s policies, it is without question that their loyalty lies in with the Sun Daughter.

If Great House or a leader of a Faction like a SAS, Colony, Et Cetera
Name of Territory: Betreuen Penal Colony
Government: One Party Authoritarian Stratocracy
Capital World: Betreuen
Population: 600 million
Economy: As a colony, or as some would say the "Imperium's Wastebasket", its main export has always been raw materials such as iron, chromium, nickel, silver, and gold thanks to a constant stream of "immigration" to the mines. But under Irene, the trade expanded to arms manufacturing and annual tithes of soldiers to the Imperial Army. Despite the lack of political rights, inhabitants have plenty of economic freedom such as private property and small business ownership. Only conglomerates and corporations on the planet are state-owned by Irene’s government.
Culture: Home of the Betreuen Blackguard Corps, society on the planet is heavily militarized with all criminals having to serve four years in the penal militia as their sentence. From there, they would endure horrendously brutal training, the hellscape that is the untamed environment, and are constantly fed Imperial propaganda.
Natural born residents have it easier as under Irene’s laws that they will not inherit the crimes of their parents. As such, there is a growing generation of young families eternally grateful towards Irene as they no longer have to endure the stigma of their ancestors. Given that they are far more receptive to her regime, these natural-born residents make up the backbone of her administration that turns criminals into loyal fanatics.

Of course, Irene had implemented a meritocratic system of promotion in order to ensure that her government isn’t corrupted by loyalist buffoons. Through state-sponsored healthcare and education, the people would no longer have to endure the squalor and destitute that plagued the colony before her rule. Because of her desire to foster knowledge and integrity in the people, religion is heavily restricted and monitored in order to prevent ignorance and superstition. With the current decline of the Imperium, Irene feels validated in her concerns. This is crucial in maintaining stability since 83% of the planetary populace has received firearm training with over half as part of the Penal Militia. Unfortunately, she did not expect that xenophobia would permeate the society she built so hard to create.
Social Structure: Irene Himmel > the Betreuen Blackguards > the natural-born residents > political exiles > white collar criminals > blue collar criminals > the absolute worst criminals.
Territorial Size: Death World (Mars-size)
Military and Security Forces:
The Planetary Penal Militia acts as Betreuen’s prison for the criminals sent there. Instead of rotting in the cell, the people serve their sentences in expeditions into the wilderness to claim more land for the growing metropolis. For Tanya, the purpose is twofold: culls the planet of its most violent and disruptive penal colonists while simultaneously purging the environment of hostiles. Operates as a reservist defense force in case of invasion. Notoriously unreliable if the new recruits aren’t spread between the more veteran militias.

The Betreuen Blackguardsare Irene Himmel’s greatest contribution to the Imperium. Recruited from the penal militiamen deemed reformed, the Emperor won’t find a soldier more recognizable than the men in black uniforms and outfitted in heavy armor and weaponry. Marked by the Black Sun (painted in white) on their shoulder pauldrons and helmet, the Blackguards operate as heavy infantry in the Imperial Army serving as their stormtroopers in every engagement. Their fatalism and devotion to duty are second-only to the Imperial Guard leading to a mutual rivalry between them. It is calculated that 80 million Blackguards are in active service.

The Walkyre are an all-female task force assigned as Irene's personal bodyguards as well as protecting important figures of her government at home and abroad. Drawn from the most loyal and capable female recruits from the Betreuen Blackguards, the Walkyrie are also tasked in anti-counterfeiting operations as Irene trusts no one else to enforce monetary integrity. There is actually one battalion of Walkyrie integrated in the 1st Betreuen Armored Blackguard Liebgarde Irene Himmel. Most often than not, Walkyre recruits are native-born instead of being exiled convicts.


She was 16 and graduated from an Imperial Army Academy with the rank of Lieutenant?
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Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Tue Oct 13, 2020 7:45 pm

Is it too young to get that rank?
There is no such thing as peace, only truce between wars

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Imperialisium
Postmaster-General
 
Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Oct 13, 2020 7:53 pm

Sarderia wrote:
Name: Arnst Urbach "Uri" Moralos
Nickname: Uri; Comrade Uri; Old Man Red
Age: 136
Birth Date: 25,573 CE
Gender: Male

Planet of Origin: New Shanghai (Kepler-186f)
Race/Species: Human
Height: 5'9''
Weight: 180lbs
Physical Description or Image:

Social Class: Minor bastard Noble
Titles: (Nominal) Duke of the Tianju Dominion, Chairman of the Cygnus Communist Party
Occupation: As a member of the Imperial Nobility, Arnst ruled the Tianju Dominion as a vassal of the Emperor. However, in practice, he holds little to no power, as the matters of the Dominion is governed by the Cygnus Supreme Soviet (while technically it is Tianju's legislative body). Arnst however is the chairman of the sole party that forms the Supreme Soviet (along with several independent seats), the Cygnus Communist Party, and thus he holds a considerable influence over government matters. He is also a well-known philosopher.
Hobbies/Pastimes: Writing, Smoking, Chess
Talents/Skills:
  • Orator: Arnst had a way with words that could easily convince other people to follow his views.
  • Engineer: He is well-versed with engineering and technical operations of various machines, including starships, due to his education and years serving as a Chief Engineer in the Imperial Navy.
  • Commander: He is also well-experienced with leading fleets and commanding armies, having participated in several battles during his military career.
Religious Beliefs: Atheist

Personality:
  • Charismatic: Arnst is a great orator, and he could easily give speeches that could align a lot of people with his views. His greatest advantage is unlike other members of the Nobility, he could easily blend down with the common people - and almost all of his staffs are composed of commoners. Arnst is also a skillfully cunning man, being able to mold situations and plan scenarios beneficial to him.
  • Frugal: While nominally governing over one of the Imperium's most wealthy dominions, Arnst did not live lavishly. Instead, he dresses like a common worker and did things normaly a commoner would, such as smoking, drinking, and other things not befitting of a Noble. He owns very little personally compared to other Nobles, because the revenue collected by the Tianju Dominion went into the Supreme Soviet instead of him.
Biography: Arnst Urbach Moralos was born on New Shanghai, one of the earlier-settled planets of the Empire, to Heinz Emmerkar, a Noble of the steward House of Emmerkar, and a common lowborn, Shifa Moralos. His father Heinz was the heir apparent to Rutiger Emmerkar, the Lord-Steward of the Tianju Dominion, a position only second to Grand Duke Jia Xizhou, one of the Emperor's vassals. As a child, he was not taken into the Emmerkar Station (the space station that acts as the court of House Emmerkar), but instead settled with his mother in a particularly good, and expansive mansion in the shores of Yifu Bay, one of New Shanghai's prime real estate regions.

As he was a bastard, Arnst did not enjoy the same position Lord Heinz's trueborn children holds in court, but he was well-educated and enjoyed a prosperous early life regardless. He also often attends the Court in Emmerkar Station, and even the Grand Duke's court at Tiāntánghépínggōng (Palace of Heavenly Peace), the capital of New Shanghai. He was once an excellent student, particularly in the field of philosophy, mathematics, and engineering. Arnst had the privilege to read the "Communist Manifesto", an ancient Terran essay that dated back to the days of Old Earth - the magnum opus of two enlightened Terran philosophers - Karl Marx and Friedrich Engels. The essay's contents are extremely outdated, but the message stays the same. Regardless, Arnst at first did not take the essay seriously, treating it as just another piece of prized ancient literature the librarians of Gudài Zhīshì Kù (Vault of Ancient Knowledge) - one of the Imperium's largest libraries - loved to research. At 22, Arnst graduated from the Imperial Technical College with a physics specialization (that includes creating and maintaining the Asimov Shield) and enlisted in the Imperial Navy.

His career in the Imperial Navy was noticeably short, but noticeable. After serving eight years in the Navy he was sent to a mission in the Large Magellanic Cloud, where an extremely fascist regime had toppled the legitimate ruling government of NGC 1783 globular cluster, and led the Alien forces into a crusade to expel Imperial forces in the Cloud. He proved an excellent Chief Engineer and even held the position of Captain for several years, before being assigned into another ship. One thing that Arnst observed from this bloody war, though, is that neither the Fascists nor the Imperialists cared about their own people, or even their own soldiers. Countless Imperial colony-worlds lie in ruins due to the war; Imperial soldiers took all the energy cells and food from these worlds, and the civillians are left starving. The fascists are even worse; Arnst regarded them as the lowest of the low of all governments because they are, to put it simply, plain hypocrites. They indoctrinated their citizens, claiming that the fascist government is born from a socialist movement and supported by the workers, when in reality the fascist regime controlled a series of legal cartels in what can only be described as corrupt state capitalism. While Arnst emerged from the LMC campaign as a war hero, he was thoroughly disillusioned by the Imperium. This feeling would be exacerbated as Arnst joined more and more Imperial military missions throughout his career. While in the outside, he masked his disappointment by presenting a very loyal attitude to the Emperor, this is all but a facade.

Thus, after a full fifty years in Imperial Navy service, Arnst resigned from his position of Captain at the ripe age of 67. By this time, his father Heinz Emmerkar has ascended as the Lord Steward of Tianju Dominion (which consisted of a part of the Cygnus Arm and the regions nearby). He was never legalized as an Emmerekar, though, so he was not eligible to receive inheritances. Nonetheless, Heinz allocated a portion of the estates to him... however, when Heinz Emmerkar died a year later, his true-born brothers vie for the Emmerkar inheritance - which also consisted of parts of the Veil Nebula, one of the Galaxy's largest sources of mineral and dark matter. As expected of a bastard, Arnst lost the clash, and was relegated into a small holding - the Green-Star Station, which administers the NGC 6826 (the "Blinking") Nebula, a planetary nebula that supplies raw materials and ships for the Tianju Dominion.

As the governor of an insignificant nebula within the Dominion, Arnst had little to do and plenty of spare time after his resignation (and pension) from the Imperial Navy. He lived a modest life, sometimes receivinng state guests and his former comrades from the Imperial Navy who came to visit. He also spent a great amount of time with the workers at the NGC 6826 Central Shipyard, the Tianju Dominion's primary shipbuilding facility. During this time, he also studied Imperial law and philosophy, attaining a Lawyer degree after five years of education. He immersed himself in ancient Terran literature - visiting the Gudài Zhīshì Kù so often and collecting ancient Terran books - including the Communist Manifesto, which he read earlier during his younger years. As time goes on, Arnst's views became more pragmatic and radical, and he started to institute several reforms that would diminish the power of the Central Shipyard's executive board. Finally, he sacked the Executive Board outright in a revolutionary move - inspired by the Socialist ideals propagated in the Terran books, he stepped down from the director position and estabilished a council made up of workers' union representatives to manage the shipyard. As he was a bastard, legally he cannot inherit the dominions of his half-brothers... but Arnst never really cared about it. At least not until all this action angered the current Lord Emmerkar, his half-brother, and Arnst was ordered to restore the executive board or face imprisonment. Not wanting his new reforms to be sort-lived just because of the greed of the Emmerkar nobles, he ignored these warnings; appealed to the workers' unions for support, and publicly renounced the Emmerkar lords.

He stopped the supply of ships going to New Shanghai, and using his claim (as an illegitimate son of Heinz Emmerkar), marched into Emmerkar station with brand-new ships and seized it for himself. Threatened by an unruly vassal, the reigning Grand Duke of New Shanghai, Jia Wenzhou, ordered Arnst to abdicate, undo all the radical reforms he instituted, and restore his brother as the head of House Emmerkar. Arnst refused, and a power struggle ensued between himself and the Grand Duke. In the end, Arnst ousted and executed the Grand Duke and his House himself, and by the Imperial laws the Tianju Dominion passes to him by right of conquest. Arnst now found himself as legally the sole owner of a vast Dominion at the end of the Norma-Cygnus Arm - and most importantly, a tiny, yet important the Veil Nebula, one of the Empire's largest sources of raw material and industrial goods.

However, he never forgot his base of supporters that helped him overthrow the Grand Duke - the workers, artisans, and farmers of Tianju, whom he appealed for support, and whom he introduced the socialist ideals he had gathered from the ancient Terran texts. Shortly after, he consolidated his dominions and formed the Cygnus Soviet, the new governing body of the Tianju Dominion, free from the shackles of feudalism. While Arnst is still the nominal head of government recognized by the Imperium (as a Noble), in reality the Tianju Dominion is ruled by a council of Syndicalist labour unions, under the umbrella banner of the Cygnus Communist Party. So far, this relatively insignificant speck of Noble dominion, with its weird system of government and peculiar leader has been largely ignored by Nova Terra in general, but a profound change would soon arrive to shake the Imperium...



Name of Territory: (official:) Tianju (Heavenly) Dominion, (common:) Cygnus-Norma Soviet
Government: (official:) Star Feudalism, (common:) One-Party Socialist State
Capital World: Urigrad/New Shanghai (Kepler-186f)
Population: 668 Billion (60% Human/Augmented, 40% Alien)
Economy:
  • Mineral Extraction: The Tianju Dominion, or commonly the Cygnus-Norma Soviet, hosted a part of the Veil Nebula, one of the Milky Way's largest and most productive star factories. As such, the Nebula is extremely rich in mineral and gas resources, providing a noticeable amount of the Imperium's natural resources production.
  • Industry: A thin, almost straightly-aligned route of star systems exist in the Tianju Dominion, with its inner end forming the gateway of the Veil Nebula and the outer end the hyperlane route to the Galactic Center. Planets here have been the center of industry for a long time - from shipyards to machine factories, foundries, and many more.
  • Trade: The Tianju Dominion connects the Norma arm with the Perseus Arm and the Galactic Center. New Shanghai (now Urigrad) is a quite bustling center of commerce and transit in the galaxy.

Culture: Much like pre-World War II Russia, the Tianju Dominion is a center of industrialization, and the worker, farmer, and miner collective culture is very strong. There exists all kinds of left-wing ideologies, some passed down from the age of Old Terra, some based on religion, like Zensunni; but the most common by all is the mix between Syndicalism and Communism, which is promoted by the Cygnus Communist Party - based on the works of Karl Marx, and of course, Uri Morelos. Overall, the culture is very diverse and immeasurable by any standards, as a planet alone quite often has more than a hundred distinct varieties of culture on its own. One thing that could be assured, though, is that the Proletarian revolutionary spirit runs strong in the population.

Social Structure: Far reformed from its feudal origins through a series of bloody purges, the Tianju Dominion is basically an one-party state controlled by the Cygnus Communist Party. Its social structure is highly egalitarian with no discrimination, based on whatever reasons (except for being a member of the "ruling class" is allowed. Its economy, which is semi-planned (capitalism exists and is allowed, but workers/trade union members must manage corporation, and most large companies is state-owned/state capitalism), is characterized also by egalitarian principles.

Territorial Size: The Tianju Dominion holds sovereignity over about several hundred stars as an Imperial vassal, of which half exists within the Veil Nebula. Eighty-six planets exists within its territory; of which only about twenty are superhabitable (one Gaia-class and nineteen Beta-class); four Gamma, four Omega, and six Cheti; the reminder are either Iota, Yota, or Zeta classes. The amount of natural resources present and noticeable industrialization allowed for the presence of about twenty-five space stations, of which about twelve are fit for "usual" human habitation. Numerous planetary bases exist within many of the Dominion's planets; some temporary, some with permanent habitation. An Omega-class planet, Nova Kazania, has been transformed into a semi-ecumenopolis about a hundred years ago, and hosted a significant amount of the Dominion's population.
Military and Security Forces:
  • Soviet Army: Non-conscription; volunteers undergo training for a minimal of 2.5 years before serving as Enlisted (Private). Training and equipment largely based on the Imperial Army, with several modifications to suit the needs of the Dominion better. Specialized regiments include synthetics, stealth/infiltration, cyberwarfare, and xenomorph. Active personnel of 498 million; reserve personnel of 800 Million
  • Soviet Navy: Generally the same as the Army in doctrine and organization. Modelled after the Imperial Navy with several modifications to suit the needs of the Dominion better. Marines and the Navy are two most important branches. Active personnel of 12 million, reserve personnel of 30 million (half of which are Marine personnel, and the Navy mostly ground and maintenance crews); 52,940 small drone/fighter/patrol ships, 1 Supercarrier, 3 Cruisers, 12 frigates and 38 corvettes.


National and Character Anthem: Stand up, all victims of oppression!


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Wasi State
Diplomat
 
Posts: 843
Founded: Mar 25, 2019
Moralistic Democracy

Postby Wasi State » Tue Oct 13, 2020 7:54 pm

Am sorta still learning the lore here whilst making this, so if I made any mistakes lmk, so I can fix them of course.

Name: General Bratislav Hermaszewski
Nickname: The General of the North | Brother Hermaszewski
Age: 107
Birth Date: February 8th, 25,602 CE
Gender: Male
Planet of Origin: Hyperborea Alfa
Race/Species: Augmented Human (Hyperborean)
Height: 6'8ft.
Weight: 195lbs
Physical Description or Image:
Image

Social Class: Low Born
Titles: Imperial Army General, Grand Volkhv of Hyperborea
Occupation: As a General of the Imperial Armies stationed in the Hyperborean Belt, Hermaszewski had been formally tasked with leading both the local Garrison forces of the sub-sector, and mustering additional Army Groups to the Imperium for use in theatres off-system throughout the interstellar empire. However now as a De Facto head of a new age religious movement to honor the Old Gods of Staryy Terra, Hermaszewski had since personally sought to lead and transform his people of Hyperborea back to their core Slavic roots, seeking to divorce them entirely from the insidious 'debauchery' performed by the Nova Terrans who had ruled upon them for countless millennia. Seeing nothing sort of absolute separatism from the Imperium in order to preserve the revived culture and religion of his people.
Hobbies/Pastimes: He's an astute studier of history and theology, and is often found performing research on both recently rediscovered history of Paganism and even military tactics in order to recover bits and pieces of history once thought lost forever to his people. His old archaeologist career still carrying on into his current life and role in doing so.
Talents/Skills: As a General, he is a very skilled leader and ground commander, with a charismatic and diligent dogma to boot. Able to rally his men to both finish off and recover from a fight, in a ground war he is a force to be reckoned with, and absolutely relentless in his conduct of fighting wars.
Religious Beliefs: Revived Staryy Terran Slavic Paganism (Awakened Northerner)
Personality: He is a determined man of both duty and faith, having once been jaded after years of service under the Imperium, he now sees himself as a more enlightened and 'alive' man after declaring to have found his roots back to Paganism of old introduced to his life after claiming to have rediscovered an extensive series of lost data files from archives thought shut down eons ago. Whether these claims of his are truly founded or not, he seeks nothing more than to be a humbled man of his new faith that he wants to share amongst those he considers to be his people, and will do anything necessary to allow them to express their faith and freedoms without any interruption of outside forces wishing to retain control of them or influence them any further.
Biography: As a young boy, Bratislav had dreamed of seeking a higher calling and purpose in his life and for his family, having been raised in the slums and bullied daily by the gangs who inhabit it, little Bratislav was given nothing but hard living for much of his growing years on Nova-Perma. But by the time he was of age and after having been kicked out from his impoverish hut of a home, Bratislav saw no other choice but to enlist in the Imperial Army, at first as a means to get away from his horrid conditions back at home, but later seeing it as a means to discover more that the galaxy had to offer to his still fresh mind. While on tour, he had discovered documents and files in a series of ruins while on patrol, talking of Slavic Culture and Paganism of Old. Being astonished by these findings, he hid them away and eventually brought them to the University of Orenburgia back on his home planet while on leave to share his findings with the history and archaeologist professors there.

Eventually after serving his first tour of duty in the Imperial Army, Bratislav then spent an amount of time going archeological hunting to gather and learn even more lost history, eventually leading up to a sheer reverence of it, almost religious in nature as he learned to be inspired by the concept of faith in a world that seemingly had none. Eventually he would regain a focus on military career once again, rising through the ranks after several decades of service, until eventually becoming a General regulated to safeguarding and recruiting from his own home sector. But his thoughts of a higher, more holier purposes never left him, as for years he still influenced many of his men and the populace under him to his new wave of Neo-Pagan thinking, which immediately clashed with the thinking of Imperial Authorities and Officials in the sector once he had been discovered.

Leaving him with little to no choice on the matter, he successfully led a coup on Nova-Perma and its surrounding worlds with his armies of loyalists, and declared it to be part of Hyperborea, beginning a new dawn and awakening of the 'North,' in the Imperial Sector.

Image

Name of Territory: Hyperborean Cosmic Front
Government: De Facto, Theocratic Despotic Separatist Movement. De Jure, Star Feudalism
Capital World: Hyperborea Alfa
Population: 23 Billion
Economy: Originally based mostly around exports, now everything has to be locally manufactured and created in a hastily adjusted autarky system since the Coup.
Culture: Rampant revival of Slavic Neo-Paganisn, with Neo-Primitivist elements having been revived as well since its dormancy since the ancient collapse of Staryy Terra. The people here have an almost fervor relevance towards old Slavic cultures and traditions of old from ancient Earth, emulating them to the best of their ability and knowledge, despite much of the history of the traditions and old culture being lost to time forever.
Social Structure: The religious heads known as the Volkhv hold the highest standing in this society, being the recognized head theocratic leaders and chiefs of it. Follow up by military leaders and lesser clergymen who follow suit and enforce the will and faith of the Hyperborean society on the rest of the populace, who are the merchants and commoners who are expected to the follow the will of their leaders, less they face consequences and disapproval.
Territorial Size: At the center of Hyperborea, lies Hyperborea Alfa itself, a single Gaia world where the majority of the population lives, also serving as the central capital. Followup by some dozen or so barren (for human life) worlds with sparse populations and a rather small selection of stations dotted around in the Hyperborean sub-sector (In the thousands in terms of population). Followup by two other sister continental worlds which also inhabit the sub-sector (Beta and Gamma), where the rest of the population resides. However given General Hermaszewski's cult-like influence, it is likely more neighboring worlds and systems may fall under his domain in the coming future.
Military and Security Forces:
The Hyperborean Cosmic Front practices 2-year draft conscriptions expected to be performed by the majority of its people for at least one point or another in their lives. Leading to a reliance on raising reservist divisions in times of active war, however the standing army it possesses is nothing to snuff at, being one of the more primer fighting forces in its corner of the galaxy. With General Hermaszewski having many of his men who he led initially as a Imperial Army General defected over to him during the outbreak of his separatist movement, along with several naval ships with their captains and rear admirals also defecting over as well.

The Awakened Legions: 1.5 Million Personnel. Split into 3 Armies of 500K Each

Planetary Defense Forces: 10 Million Active Personnel, ~450 Million Reservists. Spread Across all 15 worlds and their various stations.

Sub-Sector Navy: Underdeveloped compared to more contemporary navies, but still possessing some key capital ships: 5 Larger Frigates and Cruisers, 11 Destroyers, 16 System Defense Ships and armed Barges.
Chedastan Puppet

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