Imperium: Ends of Empire (Accepting Applications)

For all of your non-NationStates related roleplaying needs!
User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Imperium: Ends of Empire (Accepting Applications)

Postby Imperialisium » Sat Dec 18, 2021 12:43 pm


The saddest part about Humanity is that we gather scientific knowledge faster than wisdom-Isaac Asimov, Terran Author c. 2nd Millennium

1. Reserve all rights as the OP
2. Follow all NS staff and site rules
3. Be fair and respectful
4. No godmodding or metagaming
5. Rules are subject to revision
6. Co-Ops are to be treated as if talking to the OP
7. Feel free to be creative just again...see rule 4


The role play is centered around the state of the Milky Way Galaxy in the 26th Millennium. The all-encompassing Galactic Imperium is crumbling. Economic and social stagnation, decay, the slowing of scientific inquiry, and technology run amok to its own detriment. Knowledge being lost and forgotten in the fires of increasing amounts of conflict across the Galaxy. Humanity, Founders of the Imperium, and the dominant species in the Galaxy is fading in power. As numerous sectors and constituent states splinter and fragment in a growing number of secessionists wars, while warlordism proves increasingly rampant. The central authority of the Emperor and the Imperial Government weakening as more and more power is handed over to regional and local rulers. The Imperial Senate, founded four thousand years prior to the start of the role play, has grown ineffective, lax, and hedonistic in their day to day running of the Imperium. Imperial bureaucracy once known to be uncompromisingly efficient in governing such a vast domain has grown fat, convoluted, and corrupt. Players will have to make a hard choice. To try and save the Imperium or work to their own ends, whether if it hastens the Empire's fall, or a resurgent revival. As such players will play as the leaders of Major Houses, Imperial Governors, or other high-ranking personnel to facilitate this massive interstellar-political strategy roleplay.

Humanity in these times is just as various and lords over various Xenos species. Humanity of the 26th Millennium has diversified heavily through adaptation to new worlds, genetic editing, cybernetics, and mutation. Nova Terrans for example sport reflective cat eyes allowing them to see in total darkness. As such Humanity is just as varied as the Xenos they've assimilated or dominated into joining their Imperium.

Additionally, the Roleplay will feature an anonymous third-party known as the 'Cosmic Entity' who will create random events and ones based off of player choices periodically.



It is the 26th Millennium and the Tsaraj-Emperor sits uneasily upon The Celestial Throne. The Galactic Imperium stretches across the Milky Way Galaxy and even claims dominion over the Magellanic Clouds. An Empire of approximately twenty-five million worlds and even more space stations, outposts, and mining colonies. For over twenty thousand years the Galactic Imperium has endured; encompassing Humanity's Golden Age as a space faring civilization. Extending over a period longer than any except for Human pre-history. Emerging victorious against numerous foes of all sorts. Giving rise to an unprecedented era of Galactic peace. The Pax Imperialis having lasted for thousands of years with only one major interruption. Yet, the façade is cracking. Being chipped away at an ever-increasing rate. The Imperium is decaying, failing even, as economic and social stagnation take hold. Wars ravage countless worlds from insurrection, rebellion, and civil strife. Technology having run amok to cause frightening levels of damage to the Empire's infrastructure as devastating weapons are brought to bear by more and more warring factions. Inadvertently, causing such internal damage as to lead to the loss of knowledge, prosperity, and hasten the spreading rot of a Galaxy sliding towards anarchy. Knowledge replaced by religious fervor and dogmatism, nurtured by the fear and paranoia of hungry warlords. This may not readily perceptible to the average Imperial citizen, who may reside on a world yet untouched by all the horrors going on in the Galaxy, but it is spreading like a virulent cancer.

The Imperium itself is centered on the world of Nova Terra, a city planet, and capital of the Empire. Home to nine hundred Trillion people. A planet almost entirely covered in continent spanning cityscape. Stretching from dangerous Under Cities to the glittering gemstone encrusted spires of the top levels which are home to the Nova Terran elite. The Imperial District being the only region that still retains natural fauna and native wildlife. Covering a significant portion of the Northern continent and within its confines sits the Imperial Palace. The Imperial Dynasty, The Imperial House of Valkoroi Rhoiamyno which has ruled the Galactic Imperium for millennia as the longest reigning Imperial Dynasty.



The Imperium is the sole sovereign nation at the start of the role play. A Galactic political entity that stretches the breadth and width of the Milky Way Galaxy. Previously the bastion for civilization and all of its achievements in the Known Universe. However, it is not centralized by any means. Due to the sheer size and scope of the Galactic Imperium the Empire is heavily decentralized and supported by a delicate balance of power. A balance grown more turbulent in recent centuries.

The Galactic Imperium is broadly constituted by four main political blocs:

Imperial Worlds which are governed by Imperial Governors. Their titles reflecting the level of jurisdiction they possess. Imperial Amtsbegs are Governors whose power is entirely civil in nature. Imperial Ambans are military governors and generally also hold rank in the Imperial military. While lastly the Imperial Siridar are civil governors also given control over military forces assigned to their region of governorship. A technical fourth type exists in the form of Imperial Palatine-Siridar whom have been granted hereditary control over their territories but still a technical Imperial Office and thus not accorded the same rights and privileges as the Galactic Peerage. Directly above Planetary Governors which oversee singular planets or star systems are the Imperial Gespan. Overseeing entire sectors of space approximately amounting to specific interstellar neighborhoods. Operating under the supervision of Imperial Viceroys overseeing entire Oversectors spanning dozens, hundreds, or even thousands of Star Systems. The exact 'borders' of these administrative zones shifting and changing as the Emperor and Imperial Senate dictate. The title of Ispan also exists in parallel to Gespans in that they are Governors dual wielding civil and military power on an as needed basis. While Viceroys may have the additional title of Guvernadur bestowed upon them by the Emperor and Imperial Senate which effectively grants them governing autonomy over a specific region of space in the name of the Emperor.

Next are the territorial possessions of the Imperium's Dominai Majora. The Great Houses. The Galaxy's most powerful noble families who oversee private dominions confirmed by blood and charter. Some may be as small as singular worlds or moons. Others comprise hundreds of worlds across dozens of star systems. Further, not all of these interstellar fiefdoms are consolidated. These private dominions criss-crossing across the breadth and width of the Milky Way Galaxy. The result of millennia of political maneuver, colonization, internecine warfare, and strategic marriages. The Peerage of the Empire is multitudinous and powerful. Many host large fortunes and private military forces of their own. Their ambitions kept in balance by the other powers of the Imperium. Their titles in turn vary from lowly Barons who would be lucky to possess a single world to those of Count, Marquis, Duke, Bey and King. Though title does not always reflect power, it is a safe indicator.

Third are the Semi-Autonomous Atates existing in a bewildering array. Effectively, Semi-Autonomous States or SAS are the non-peerage vassals of the Empire. Acquired through subjugation, created via legislation, or assimilated into the Imperium's larger political framework voluntarily. The SAS's have a seat in the Imperial Senate and are given the privilege of maintaining their own internal structure, most if not all of their cultural practices, and to an extent their own military forces to patrol their domains. SAS's may be as small as a single star system or stretching across entire star clusters. In the same category are the Imperial Protectorates. Polities forbidden from having their own military forces but possess their own internal self-rule. Semi-Autonomous States more often than not reflect the leftover empires of previous alien empires and polities brought under the yoke of Human domination.

The Fourth power that be are the Orders Ecumenic. The Ecumenical Council of the Imperium which was a recent addition to be officially recognized and given seats in the Imperial Senate. The Orders Ecumenic represent the major, state recognized, and often territorially sanctioned (given plots of land or even entire worlds) religions of the Galaxy. Such as Mahayana Cathericism, Bahai'Shido, Kalergism, Terranism, Evangelical Hatterism, and Zensunnism.

There are of course various other powers, but often have to rely on lobbying and connections rather than having any voting seat at the Imperial political table, and these are The Imperial Combine (IC) which is a major publicly traded mega-corporation and the Imperial Superluminal Guild (ISG)which is the largest guild of interstellar space travel servicers and given exclusive monopoly on the design, manufacture, and sale of Imperial Sidereal Drives along with the training of their attendant engineers and technicians.



Knowledge is power, guard it well-Unknown Ancient Terran Author

The History of Mankind, the Milky Way Galaxy as a whole, and that of the Galactic Imperium could fill truly untold pages. Indeed, one could spend lifetimes reading every volume, treatise, manuscript, and thesis contained within the vast archives of the Imperial Library on Nova Terra. As a result there are much summarization to be had and thus the most important events in the history of Humanity are told below. From humble beginnings to the present as Master of all they survey. The Imperium itself spans much of what is considered to be Human civilization itself. From simple fires and stone tools to agriculture, cities, and nations. Till the 1960's when Mankind first set foot on the singular moon of its fabled home world: Terra; or, to the ancients it was known as 'Earth'. That is if Terra, or Earth rather, even existed in the first place. Imperial scholars have striven for many years to locate the fabled home world of Humanity. The record growing more hazy as one looks back before the time of the Galactic Imperium while some may wonder if Humanity even lived on a world named Terra, Earth, at all! For the sake of ease we will look at Humanity from when the most ancient manuscripts, their accuracy disputed of course, detail Mankind first began to spread out into the cosmos.

Era of Old Earth
Prehistory-2200 Common Era (-3,586 Imperial Year and before)
Spanning from Pre-History to over 19,000 years before the current epoch. The Era of Old Earth was a time when Humanity was confined to the Sol System and the only habitable planet of Earth. Until by the Mid-21st Century Earth was plagued with resource wars, famine, and all manner of conflict. It was this desperation that launched the first automated mining stations and research facilities on The Moon, Mars, and the Asteroid belt. Progressing to permanent habitats on the Moon and Mars by 2080. By 2100 Humanity, according to the ancient texts, spoke of crisis on Earth and the first generation of Humans fled to a place called 'Alpha Centauri'. Many more would follow for other neighboring stars as per the ancient manuscripts words. Allowing Mankind some respite as the ancient texts speak of faster-than-light travel being discovered some time after. Many Imperial scholars reckon somewhere in the late 22nd Century by inference. However, the conservative range offered by the Imperial College of Ancient Humanity Research speculates it could have been achieved as late as -18,300 by Imperial reckoning. What is known through surviving scraps of artifacts retrieved from ruins and abandoned sites in the Sagittarius and Orion Arms postulate a primitive Alcubierre Drive capable of no more than Five light-years sustained acceleration per jump. These jumps being extremely inefficient and taxing on the ships not yet advanced superstructure. Confining Humanity to a small sphere no more than fifty light years across at most.

The United Federation, Corporate, and First Interstellar Republic Era's
2200 Common Era-2477 Common Era (-3,584 to -3,309 Imperial Calendar)

The limits of Human FTL and navigation limited Humanity to the local bubble of stellar systems. However, even then great leaps in colonization where forming. The ancient texts speaking such as the Zensunni Zsufik Canicle and the Mahayana Catheric Bible speak of a 'Red Planet' opposite Earth being inhabited by Humans. Of colonies in the clouds of others worlds and settlements on such ancient places like Tauron and Tau Cheti. Along with this came the first colonial wars as more developed worlds began to show signs of increased planetary consciousness of themselves as separate from Earth. Eventually, culminating into the damaging Great Colonial Schism as out lined both in the Mahayana Catheric Vedian Chronicles and the Bahai'Shido book Tale of Five Kingdoms and Thirteen Princes; which, was a series of wars from 2314-2347CE. Bringing an end to the United Federation and formally dissolving the "United Nations" and their parliamentary system. In exchange establishing the "United Earth Directorate" as per the writings of the ancient Terran known John Erikson-Stroud. The Directorate being much in the same way as a corporate conglomerate if these ancient chronicles are to be believed.

However, the United Earth Directorate would prove relatively short lived and just over a century later this regime was toppled by insurrection. The Bahai'Shido state it was the work of the Ancient Enlightened Human known simply as Zoroastri. The Terranists speak of the personification of one of their own Gods named Helios-Rah, born of virgin parents, who freed Humanity from the shackles of self-oppression. The secular texts paint a picture of mass revolt and the institution of Humanity's first true interstellar Republic. The 'Terran Republic'. An institution that according to archeology and historical literature lasted nearly a century. The Republic itself ending much as it had begun, in the fires of conflict, and this time the new order was solidified under an Empire. The Terran Empire.

Of Empire and Diaspora
2477 Common Era-2975 Common Era (-3,309 to -2,811 Imperial Calendar)

The Terran Empire proved quite stable and Humanity made significant strides during the period. Despite the first Human-Xeno Wars breaking out during this time. Humanity, through the discovering of improved Alcubierre engines, the discovery of Warp Drive, and primitive Luminal Drives managed to spread rapidly throughout the Orion Arm and even establish outposts in the nearer star clusters of nearer Galactic arms and spurs. Advancements in nearly every field caused a booming population and rapid increase in the power and prestige of Humanity. While it is during this time the 'Original Twenty' are mentioned. The Original Twenty being mysterious ancient worlds of largely myth and legend, founded beyond the reach of the Empire, and thus civilization evolved on there for generations until re-connecting with their Terran cousins. An event which proved shocking and led to eventual conflict as the Terran Empire grew jealous of these worlds nascent and growing power. Planets such as Aurora, Melpomenia, Sagittarian, Solaria, Polaris, and others soon found themselves in conflict with the empire of Earth. A confrontation which eventually led to the destruction of many ancient worlds, the loss of much knowledge, and possibly the loss of Earth. As Terra makes no more than a passing foot note mention from here on out.

The Spacer Era
2975 Common Era-5786 Common Era (-2,811 to Year 1 of the Imperial Calendar)

The Era in which followed was anarchic and confusing as Humanity continued to spread ever outward. Colonizing the Sagittarius Arm, Cygnus, Scutum, and even Perseus towards the end of this epoch. Nations coming and going with the sands of time. The definitive truths of this bygone era are often intermittent and occasionally contradictory. However, what is known is that the First Data Blight originated on the ancient world of Procyon Primaris in the Orion Arm. Spreading like wildfire as the virus infected ship systems, artificial intelligences, robotic workers, and even cybernetics. Destroying data and causing all sorts of havoc. Indeed, much of the knowledge loss of this epoch can be seen to originate with the Data Blight and subsequent Data Plagues which erupted periodically.

The Rise of the Galactic Imperium
1 IC-948 IC

The Galactic Imperium sprung from the older Novan Imperium centered on the world of Nova Terra. An idyllic, resource rich, world with a strong martial tradition that on the ascension of Emperor Augustian I embarked on a rapid era of conquest, assimilation, vassalization, and ever expanding influence. Augustian became the First Tsaraj-Emperor and absorbed via conquest or diplomacy the other major polities within 30,000 light years of Galactic Disc. Numerous treatises and songs of this era spoke of the great Imperial victories and of the subsequent Imperial Renaissance that followed along side them as order, safety, and social drive were rekindled in the wake of the advancing, growing, Imperial military.

FTL became more and more advanced as this era progressed. The advancement of the Luminal Drive; precursor to the Sidereal Drive; the practical application of Gravitic drives utilizing chartered space lanes, the establishment of consistent commerce and interstellar banking systems. Cybernetics and gene editing rendered many past diseases extinct while the overall population lifespan expanded to a healthy 250 year average. The discovery of the Khriszper Sequence in 179 IC during the reign of the second Tsaraj-Emperor Tiberan I allowed the stable cloning of the recently deceased through tissue samples retrieved within a a few hours of death. The first Galactic Stock Exchange was established under Tiberan's grandson, Flavian, in 414 IC; while the last ruler of the Augustian Dynasty oversaw the near complete urbanization of Nova Terra in 900's IC.

Expanding the Imperial Frontier & Consolidation
949 IC-7141 IC

While this extensive epoch could be broken up into several sub-eras for the sake of ease it will be consolidated by the overall themes of the period. The Imperial Frontier under successive Emperor's, and Empresses' following the Wars of the Pragmatic Sanction, would continually move towards the Periphery. The Periphery being the effective Outer Rim of the Galaxy of space, more than 75,000 light years beyond the Galactic Disc. While the Core (the inner 25,000 light years from Galactic Center) would become heavily explored, colonized, and prosperous. Truth be told the Inner 25,000 light years from the Galactic Core are the most heavily populated, industrialized, and wealthy star systems by sheer number. Despite extensive regions of the Sagittarius, Perseus, and Cygnus Arms also having wealthy and densely settled regions. This era saw the gradual extension of the Human life span past three hundred years and extensive use of cloning and controlled Human mutation. Producing the earliest 'Imperial Savants', Humans synthesized with the computational power of advanced computer systems, while hundreds of Xenos species were assimilated or domesticated by the ever expanding Galactic Imperium. Indeed, during the reign of Alexaendyr I (r. 5359-5551 IC) thousands of planets in the Periphery are eventually brought into the Imperial fold through colonization, annexation, or outright conquest and subjugation.

This period was not without issue as no less than four Imperial dynasties came and went upon the Celestial Throne. More than one civil war and at least two succession conflicts erupted during this time period. None the less the crowning achievements are hotly debated, but a popular one is the creation of efficient and fast terraforming methods during the middle and later parts of this era. Allowing scores of previously inhospitable planets to be colonized or at least exploited by the Galactic Imperium in a more cost-effective manner.

The Shadow
7142 IC-7812 IC

The Shadow is a name given by later Imperial Historians and Scholars to the time period just before, and during, the greatest conflict in Human history. The war against The Shadow. The Shadow is not a species by any recognizable standard and therefore could be surmised more as a thing. First encountered as Imperial explorers and colonists began moving into the Megallanic Clouds under the orders of the Tsaraj-Emperor Balaerius I and his son Baelan III. At first, for some decades, Imperial explorers only found long ruined civilizations and locations in the Megallanic Clouds. Until abruptly, The Shadow flooded forth, spreading as if disturbed by the ever expanding grasp of Humanity into the Milky Way Galaxy. The Shadow is ill-known and in contemporary files and texts of the period their description is nothing short of abject horror for all those whom lay eyes upon them. True to form no singular account is consistent with another when regarding The Shadow and what they were or could be other than a hyper-aggressive, adaptive, and rapidly spreading menace which took the entire mobilization of the Galactic Imperium to defeat. At the cost of an uncounted worlds and what some Historians possibly estimate to be trillions of casualties among the Imperial military alone. The Shadow's stalemate and then gradual defeat occurring in the climactic Battle of Nova Terra in 7812 IC. For even the Imperial Throneworld came under siege and billions were lost defending it. The Tsaraj-Emperor, Baelan III, led the Imperial forces valiantly until he too was slain leading his forces in the defense of the planet. Supposedly, appointing a man who would become Tsaraj-Emperor Valorian as his chosen successor.

Valorian is poorly understood in any secular sense beyond events in his rule. His life before hand an utter mystery. Only that he was a military official of some capacity and at least in Baelan's presence or vicinity when his predecessor perished. Valorian, however, soon entered messianic status among the religions of the period and after. He was of fabled Solarian blood, pure even, and the traits of which still manifest within the direct bloodline of his own descendants. Valorian's reign was the longest of any Tsaraj-Emperor before, and so far after, spanning over a millennia. His rule was noted as just and good. Though this could be just his supporters speaking. In either case Valorian's reign set the character and course for the Galactic Imperium in more ways than one. Soon being beatified by over a dozen separate faiths in a variety of capacities.

The Second Imperial Renaissance
7813 IC-12,944 IC

The Second Imperial Renaissance is generally considered to begin with the reign of Valorian and pass through his son and descendants. During this era the perfection of personal shielding temporarily rendered many threats via ballistic weapons low to nil. The suspensor field was invented. The first entirely AI controlled shipyards were built for the Imperial Navy. The Tsaraj’kar was formed and expanded steadily into the stereotypical stormtroopers of Imperial might. Nova Terra officially became a giant Ecumenopolis while the Imperial Palace reached it's present scope if not entire scale. The Mahayana and Catheric faiths unified during this era while the religion known as Terranism, a polytheistic faith, was founded and swiftly became popular among many Human populations. While the Periphery was officially considered brought into the Imperial fold in full. Thus the Galactic Imperium truly extended from one end of the Milky Way Galaxy to the other.

Era of Stagnation & Decline
12,945 IC-19,923 IC, The Present/25,709 Common Era

The Terran Schism, between Terranist humancentric zealots and the rest of the Imperium officially brought the Second Imperial Renaissance to an end by Imperial Scholar reckoning. The Terranist Zealots even on some occasion having Imperial backing. Subsequent centuries saw the creation of the Imperial Senate in 13,820 IC, issued in the Proclamation Imperial by Tsaraj-Emperor Talaszar. The separation of power from the Throne continuing in subsequent centuries as the Galactic Imperium entered a period of stagnation, if not outright decline, as increasing issues assailed the empire.
Last edited by Imperialisium on Fri Jan 07, 2022 12:56 pm, edited 10 times in total.
Resident Fox lover

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Version 0.0.08

Postby Imperialisium » Sat Dec 18, 2021 12:44 pm

Economic Mechanics

Economics is a major part of Imperium: Ends of Empire and can make or break a player's faction just as easy as political or military maneuvering. The Economic mechanics of the RP are broken down across faction and planetary lines. Allowing a high degree of initial customization for the player while also offering many pros and cons. Starting with faction mechanics there is the pro and con of the various power blocs within the Galactic Imperium. Great and Minor Houses, true to their feudal ways, are primarily geared to martial and interstellar administrative efficiencies but at the cost of economic largesse. Imperial Governors such as the Gespan and Viceroy will primarily benefit from greater economic potential at the cost of martial and bureaucracy. Protectorates while benefiting from large political defense to prevent attack are without their own military forces. Semi-Autonomous States can possess their own curbed military forces but are prevented from territorial expansion without incurring negative modifiers with the rest of the Galactic Imperium.

At the planetary level the individual star systems of a player's territory will break down into income and expenditures. Income will be the form of currency and production. Currency allowing the player to enact fiscal endeavors while production will factor into a player's ability to well, build things. Branching into military and civil production. All balanced by expenditures. A player dumping massive amounts of money and resources into their military may soon find themselves paying massive sums in expenditures which will stunt their efforts in other areas for example.

The timeframe of these mechanics is measured quarterly per Nova Terran year or every 100 In-Character Days.

Planetary Infrastructure & Planetary Classifications

Planetary Infrastructure is the basis of how a player's economy functions in regard to extraction and production. In Effect it is the level of development a world has in which it can provide production capacity to a player. Planetary Infrastructure is scaled with a rating system using Roman Numerals I through X. Each tier provides a basis in which other factors like World Class, faction modifiers, and even current events may influence for the good or detriment to a player's fortunes. Infrastructure will contribute Base GDP, a Base Tax value, and a base Industrial Capacity value.

Planetary Classification are broad descriptors for a planet itself. Coming with their attendant bonuses or malus depending on type. Certain categories affecting GDP, Base Tax, or even Industrial Capacity differently. For example, a Volcanic world will reflect its value as basically a Rentier style economy where its commercial output is dependent on raw material extraction. Possessing little to no other means of an economy and therefore entirely reliant as an exportation world in a player's economy. This is shown in the high Base Tax buff reflecting player extraction of raw materials and the severe GDP debuff reflecting its lack of any other economic sector and difficulties living on the planet.

Infrastructure I: A primitive, sparsely developed, planet with little to no cities and a population of less than fifty million.
Base GDP: 25,000,000 Sol's/1,000,000 Base Tax
Industrial Capacity: 100

Infrastructure II: A world with at least one city acting as the likely planetary capital. Population could have reached two hundred million.
Base GDP: 50,000,0000 Sol's/5,000,000 Base Tax
Industrial Capacity: 250

Infrastructure III: Still considered a backwater but boasting at least several cities and at least localized development of urban and rural zones.
Base GDP: 350,000,000 Sol's/10,000,000 Base Tax
Industrial Capacity: 500

Infrastructure IV: A world that has reached levels of development on the lower end of average. Boasting developed regions and likely a measure of regular interstellar commerce. Population would be reaching up to two billion.
Base GDP: 15,000,000,000 Sol's/50,000,000 Base Tax
Industrial Capacity: 1000

Infrastructure V: A world that is firmly between development and wilderness. Boasting a population likely up to ten billion.
Base GDP: 75,000,000,000 Sol's/750,000,000 Base Tax
Industrial Capacity: 5000

Infrastructure VI: A true middling world by the standards of the Galactic Imperium with a population between five and twenty-five billion.
Base GDP: 500,000,000,000 Sol's/75,000,000,000 Base Tax
Industrial Capacity: 25,000

Infrastructure VII: Above average worlds in terms of development and likely hubs for trade in their own local interstellar neighborhood or even Sector capitals with populations possibly reaching up to one hundred billion
Base GDP: 1,500,000,000,000 Sol's/250,000,000,000 Base Tax
Industrial Capacity: 75,000

Infrastructure VIII: Worlds that if not a Sector capital are commercial hubs for their star clusters. Populations able to reach two hundred and fifty billion and likely the centre of various established trade lanes.
Base GDP: 15,000,000,000,000 Sol's/1,000,000,000,000 Base Tax
Industrial Capacity: 250,000

Infrastructure IX: Economic powerhouses, industrial giants, or worlds host to continent spanning mega-cities home to up to five hundred billion. These are worlds that will often form the beating hearts of Oversectors, star clusters, or even entire regions with another of their kind not seen for possibly several thousand light years.
Base GDP: 75,000,000,000,000/5,000,000,000,000 Base Tax
Industrial Capacity: 1,500,000

Infrastructure X: Continent spanning cities. Factory complexes capable of spanning thousands of square kilometers. Major hubs for interstellar commerce and populations reaching up to around a trillion.
Base GDP: 250,000,000,000,000/25,000,000,000,000 Base Tax
Industrial Capacity: 20,000,000

Theoretical: Infrastructure XI/Nova Terra: The Throne World of the Galactic Imperium and the Galaxy's only true city-planet possessing nine hundred trillion people though that is only by official estimates.
Base GDP: 50,000,000,000,000,000/5,750,000,000,000,000
Industrial Capacity: 1,000,000,000

Gaia/Alpha Class: Rare natural gems of worlds, paradise worlds.
+25% Base Tax
Continental/Beta Class: Terrestrial planets.
+25% Base GDP/+10% Base Tax
Terraformed/Epsilon Class: Worlds that have been terraformed through artificial means.
Arid/Gamma Class: Planets that are terrestrial but arid climate.
-10% Base GDP/-25% Base Tax
Barren/Delta Class: Most planets with an atmosphere are just barren rock
-25% Base GDP/-25% Base Tax
Alpine/Cheti Class: Mountainous worlds, often mineral rich
-10% GDP/+15% Base Tax/+500% Industrial Capacity
Artic/Omega Class: Freezing worlds of snow and ice
-50% GDP/-50% Base Tax
Dead/Zeta: Lifeless worlds that are either atmosphere less
-75% GDP/-75% Base Tax
Death/Theta Class: Worlds where the very environment is hostile to non-natives
-75% Base GDP/-90% Base Tax
Tomb/Iota Class: Technically a sub-class of a world that once had life or an atmosphere and now doesn't.
Same values as Delta Class or Zeta Class depending on having an atmosphere or not.
Volcanic/Yota Class: Hellish worlds of fire and unstable tectonic activity
-75% GDP/+75% Base Tax

Industrial Capacity

Industrial Capacity is the most straight forward metric a player will use to gauge their faction's economic output. Industrial Capacity Units (ICU's) reflects the measurable ability of a player's faction to build anything. Whether it be massive efforts like raising a planets infrastructure tier or building capital ships too equipping a division of troops to civilian sector producing commercial craft and services. As such the player economy can be broadly broken up into the Military and Civilian Sectors denoting where a player has allocated Industrial Capacity; either by player customization of their faction, policy decisions in the In-Character thread, or through events generated by the third-party Cosmic entity player.

The Civilian Sector

Broadly reflecting the Industrial Capacity of your civilian economy and providing the lifeblood of your faction. Industrial Capacity will most often be allocated here as a result despite the fact the Civilian Economy's requirements are on the 1:1 ratio basis, cheaper. More bang for your space bucks. Below is a broad breakdown serving as a rough guide for default costs.

Breakdown of Civilian Sector Industrial Capacity Costs:

This breakdown lists important rules and concepts for the RP and by no means is capable of covering absolutely everything. Merely providing various fixed numbers for players to keep in mind when planning their moves in the In-Character thread.

Intra-Solar Freight: Representing non-FTL ships hauling freight within a star system. To build an Intra-Solar freighter range from 0.01 to 0.10 depending on size with each one-hundredth representing 2 kilometers by 1 kilometers of hull space. Typically speaking 10-20% of a player's ICU will need to be allocated to the Intra-Solar Freight sector to keep it running smoothly.
Superluminal Freight: Representing Commercial ships running routes between star systems. Base cost for the ship is 0.05 to 0.5 depending on Hull size with each point representing 2 kilometers by 1 kilometers of hull space. Superluminal Freight is critical to the survival of the Imperium and while the majority of the merchant fleet is owned by The Imperial Combine various polities have their own merchantmen. Generally, 25-35% of a player's ICU will have to be put to the running of their Superluminal Freight to keep it running without accruing negative modifiers from the Cosmic Entity.
Civilian Ship Maintenance: The combined abstract notion of keeping up on the maintenance of your civilian void fleet and calculated to 2 ICU per solar system. So, if you have an empire spanning 500 systems, you'll need to allocate 1,000 ICU's purely to the maintenance of your faction's civilian commercial fleet. However, this is just in addition to the allocations above to fulfill the abstract notion of 'maintenance'.
Increasing Planetary Infrastructure: Increasing Planetary Infrastructure is calculated based on Planetary Classification and how extreme the build is. For Alpha, Beta, and Epsilon Worlds there is not plus or negative modifier as those are the easiest to build upon. Instead, the cost is a straight 500,000 for Industrial Capacity to move up one tier and then doubled for any subsequent tier. For Gamma class worlds a 25% cost modifier is added to Industrial Capacity cost is added to reflect the damaging conditions sand, sandstorms, and more intense UV exposure can have on various materials or electronics during construction. For Delta and Cheti there is a cheaper cost due to east of construction on a barren rock and the mineral wealth a mountainous world can provide to help offset certain material expenditures as a result a -10% cost modifier is accounted. Omega and Yota worlds provide a challenge due to the freezing temperatures and hazardous ice storms capable of scoring steel and other tough metals. As a result, a +75% Industrial Capacity cost modifier is accounted. Zeta Class worlds account for a meagre +5% cost modifier due to the atmosphere-less constraints placed on engineers in building on such planets. Theta class worlds are expensive by the very nature of their hostility to Human life and civilization; whether it be flora, fauna, or environment; accounting for a 200% cost.
Civilian Goods: Representing the abstract production of civilian goods. Calculated at 1 unit per 1 billion people. Civilian Goods cost 10 ICU and 1 Basic Material to make. So, 10 ICU+1 BM=1 CG.

Breakdown of Military Sector and Costs
This serves as guide for the breakdown of military costs in regard to Industrial Capacity Units (ICU's) and is by no means intended to cover every single possible facet or factor that can arise in the narrative. All costs that are length of square meter dependent should be rounded up if decimal or fractional numbers occur.

Warship Construction: Warship construction is an important topic for the RP, especially for more military minded players, and reflects in a broad sense the industrial cost of such endeavors. As a hard rule hull sizes outside of the base scale will add 0.05 ICU per one hundred meters by fifty meters of space.
-Chassis: The RP breaks down Chassis into Gunship, Corvette, Frigate, Destroyer, Light Cruisers, Cruisers-of-the-line (regular Cruisers), Heavy Cruisers, Battlecruisers, Battleships, Carriers, and Super Capital Ship Class.
Gunship Base Cost: 0.10 ICU with a hull size of up to 100 meters by 50.
Corvette Base Cost: 0.25 ICU with a hull size of up to 500 meters by 200 meters.
Frigate Base Cost: 1 ICU with a hull size of up to 1.5 kilometers by 500 meters.
Destroyer Base Cost: 2.5 ICU with a hull size of up to 2.5 kilometers by 1 kilometer.
Light Cruiser Base Cost: 15 ICU with a hull size of up to 4 kilometers by 2 kilometers.
Cruiser-of-the-line Base Cost: 50 ICU with a hull size of up to 7.5 kilometers by 4 kilometers.
Heavy Cruiser Base Cost: 125 ICU with a hull size of up to 10 Kilometers by 5 kilometers.
Battlecruiser Base Cost: 350 ICU with a hull size of 12.5 Kilometers by 6 kilometers
Battleship Base Cost: 700 ICU with a hull size of up to 16 kilometers by 8 kilometers.
Carrier Base Cost: 1,500 ICU with a hull size of 25 kilometers by 12 kilometers
Super Capital Ship Class Base Cost: 6,000 ICU with a hull size of up to 35 kilometers by 18 kilometers.

-Superluminal Equipped
Alcubierre Drives
Gunship: 0.05
Corvette: 0.15
Frigate: 0.50
Destroyer: 0.75
Light Cruiser: 1
Cruiser-of-the-line: 2
Heavy Cruiser: 3
Battlecruiser: 4
Battleship: 5
Carrier: 6
Super Capital Ship Class: 7

Warp Drives
Gunship: 0.75
Corvette: 1.5
Frigate: 2
Destroyer: 5
Light Cruiser: 10
Cruiser-of-the-line: 15
Heavy Cruiser: 20
Battlecruiser: 30
Battleship: 40
Carrier: 65
Super Capital Ship Class: 95

Imperial Sidereal Drive
Cruiser-of-the-line: 50
Heavy Cruiser: 75
Battlecruiser: 100
Battleship: 150
Carrier: 200
Super Capital Ship Class: 300

Shields for a Gunship are 3 ICU and double for each successive class. Shields cost 0.01 Exotic Material for Gunship shields and then double for each successive class.

-Armor & Reinforcing
Composite Armor: 0.25 for Gunships and double per successive class. Requires 100 Basic Material Units per kilometer of ship.
Homogenous Metallic Armor (Analogue to Homogenous Rolled Steel irl): 0.50 for Gunships and increasing by 0.25 per successive class. Requires 250 Basic Material and 50 Rare Earth Mineral per kilometer of ship.
Explosive/Reactive: 0.15 for Gunships with 0.10 increase for each successive class with an additional 10% ship maintenance modifier. Requires 10 Advanced Material per kilometer of ship.
Ceramic: 0.50 for Gunships and double by every successive class. 10 Basic Material and 1 Advanced Material required per kilometer of ship
Ablative Alloy: 1 ICU and double with each successive class. Requires 25 Advanced Material Units per kilometer of ship.
Titanium-Carbon Reinforcing Alloy: 3 ICU for Gunships and tripling with each successive class. 5 Advanced and 15 Rare Earth Material is also required per kilometer of ship.
Diamond Core Ribbing: 25 ICU and doubling with each successive class. 550 Rare Earth Material is Required regardless of ship size.

Armor types are better at defending against certain attacks more than others.
Composite Armor
Composite armor is a lighter, cheaper alloy, that generally is able to provide some protection against autocannon or small calibre impacts. Small calibre being munitions under 85mm or three classes lower than the one equipped. Composite Armor will perform poorly against torpedoes, penetrator weapons, or multi-stage shells or missiles. While heavier calibre shells will generally puncture Composite armor quite easily.

Homogenous Metallic Armor
HMA is very much the far future analogue to the RHA of 21st century military vehicles. It is strong, rugged, and relatively cheap. HMA is adept at countering non-penetrator or non-multi-stage weaponry and can even withstand thermal weapons for a short amount of time.

Generally, a supplemental armoring scheme than a primary. Explosive/Reactive armors seek to redirect the incoming impact or detonation away from the ship's hull and back into the vacuum of space. Explosive/Reactive is adept at dealing with penetrator or multi-stage ordinance but will quickly fail against sustained incoming fire. In short, it's a onetime shield.

Very cheap, and very good at providing protection against thermal weaponry and small calibre ordinance. Ceramic armor is generally sheets or moldings of material formed to the interior hull of a ship. Repairs can be fast and much like Composite or HMA such repairs in the field tend to be crews merely slapping more material on any holes and fusing them together. Ceramic is however very poor against solid objects like Gun Battery shells, penetrator weapons, torpedoes, or multi-stage ordinance of any kind.

Ablative Alloy
The heavy-duty cousin of Ceramic Armor. Ablative is a metallic alloy using complex metallurgical processes to provide excellent defense against sustained energy weaponry and even able to survive engagements of several minutes with Gun batteries before buckling away.

Titanium-Carbon, while poor against energy weaponry, is a tough nut to crack for solid or conventional detonation warheads to crack. Its extreme strength, matched by incredible tensile strength, is so much that ships equipped with the armor have been known to survive the superstructure trauma of a full-on ramming event. Though, the same can't be said for the organic, fleshy, crew inside. Fleets equipped with such armor can expect to pummel each other for hours, possibly days, depending on the makeup of the ships in question.

Diamond Core Ribbing
Less an armor and more of a reinforcing scheme. Diamond Core Ribbing or DCR is the act of using diamond or diamond-like material to reinforce the superstructure of a ship. Diamond Core-Ribbing provides an extremely strong superstructure able to withstand sustained punishment before cracking. However, due to its cost DCR is mainly limited to either flagships or capital ships deemed too valuable to lose quickly.

-Weapon Systems
Weapon systems scale by default number of mounts, additional mountings, and type.
-Energy Weapons will linearly cost 0.05 ICU for Gunships per mount and will double for each successive ship class. Energy Weapons demand 1 Unit of Advanced Material per mount.
-Magnetic Accelerator Weapons cost a flat 0.10 ICU and double with each successive ship class. Magnetic Accelerator weapons use 2.5 Units of Rare Earth Minerals per round in their magazines.
-Missile Weapons are denoted by a 0.05 installation cost and then a 0.01 for every missile. Nuclear warheads cost an additional 1 Rare Earth Mineral with more exotic weapons such as anti-matter, neutron, phased-rad, gravitational, and so forth being a case-by-case basis. Resource costs vary but basic conventional missiles will require 1 unit of Basic Materials for missiles under 5 meters in length, doubling every additional five meters.
-Torpedoes cost a 0.10 per tube installation and an additional 0.15 per torpedo. Torpedoes demand 5 Basic Materials and 0.10 Advanced Materials for weapons under 20 meters in length and double with each additional ten meters.
-Autocannons: 0.02 per mount and tripling with each successive class. Autocannons only demand 5 Basic Material per mounting.
-Gun Battery: 0.25 per turret mount or 0.20 per casemate with 0.20 per barrel and 0.03 per shell. Only able to be mounted on Frigates and larger chassis while doubling in cost per successive class for the battery. Shell cost taking the 0.03 base cost and using 0.001 per 5mm. So 10mm shell will be 0.002 in cost, 15mm is 0.003, et cetera. Gun batteries scale from 100 Basic Material, 5 Advanced, and 1 Rare Earth Mineral starting from Gunship sized then increasing 50% per successive class.
-Plasma Throwers: 0.75 per mount and only able to be mounted on Cruisers-of-the-line and above and triple per successive class in cost. Plasma Throwers require 200 Advanced Material and 5 Exotic Material per weapon.

Warship Maintenance
Warship maintenance follows a hard 15% cost rule to reflect the nature of crew needing to constantly monitor, check, run diagnostic, and conduct spaceborne repairs on their ships. Whether it be as mundane as repainting parts of the hull or replacing lighting fixtures in crew quarters to patching minor damage. Overhauling is a cheaper way to re-customize a class than simply building brand new ships and reflects the level of sophistication Galactic civilization possesses. Accordingly, players may choose to overhaul existing chassis, in short recycling much of the hull cost, which is 75% cheaper base cost. Players will still have to pay full price for new emplacements and parts of the ship but reduced costs for existing fixtures being moved or base hull changes.

Armies as the terrestrial counterparts of their void-based brethren are the land-based muscle of a player's faction. Armies require 1 Unit of Food and 1 Clean Water Unit per 10,000 personnel. Armies are often made up of shielded or non-shielded forces. To raise a division of 20,000 soldiers carries a base cost of 10 ICU on top of other resources depending on their equipment. This is just the cost of essentially giving them uniforms and training. Shielded soldiers and equipment will carry a flat additional cost of 5 ICU or 2.5 ICU for partial shielding. Followed by a maintenance cost of 0.01, 0.05, and 0.10 for non-shielded, partial shielded, or full shielded battalions.

Resources for Armies has been streamlined to consist of 1 Basic Material per 1000 personnel. Shields require 1 Exotic Material Unit per 100000 personnel.

Small & Company Support Arms: While the small arms and doctrines of infantry, mounted or not, can vary wildly among the thousands of polities of the Galactic Imperium. A rough set of examples will be served to better clarify for players seeking qualitative or quantity-based tactics. Small arms are fixed at 0.001 ICU per millimeter of calibre per soldier. Melee weapons, common with the advent of shielding, are reflected at the cost of 0.05 per square meter of material used in their manufacture. Energy based weaponry is calculated by charge pack size equating to number of shots with 0.0001 per 10 shots before needing recharge. Munitions for bullets are not counted unless uniquely exotic in which case a dev will need to weigh in on their respective cost. Same for melee weaponry or other equipment. 1 Basic Material is required to equip every hundred thousand soldiers with firearms or melee weapons.

Artillery is calculated to 0.0003 ICU per 20mm calibre and how many shells or shots (if energy based) a gun crew will be able to possess for an additional 0.00001 per shell. More exotic shells will need to involve dev consultation. This rule is the same for AFV and Aircraft below.

AFVs & Aircraft
AFVs and Aircraft carry a 0.0025 ICU cost per square meter of size (so a 3-meter-long tank will cost 0.0075 ICU no matter its height or width). Followed by engine size calculated to Wattage (1kW is 1.34 Horsepower for the Americans in the RP) with 1000kw per 0.0010 ICU cost. Armor is calculated at 0.0025 ICU per square meter of material. Electronics and support systems carry an additional 0.0050 ICU cost per system. Material costs are factored into 1 Basic Material per vehicle and 1 Advanced Material per 100 vehicles, 1 Rare Earth Mineral per 25 vehicles equipped with weaponry like MAC/Railguns or exotic weaponry like tungsten rod shells, depleted uranium, etc.

The Planetary Economy

Below these above macros which cover system or stellar economics the planetary economy deals in Agriculture, Administration, Manufacturing Processes, and Resource Extraction. Certain planetary classifications will dramatically affect these four crucial subsets of your interstellar empire's economic potential.

The Agricultural Sector
The Agricultural Sector covers the fertile soil, food, and drinking water potential of your empire. Crucial for an interstellar empire's base function. The base concepts to understand is that Fertile Soil+Water+Industrial Capacity=Units of Food (UOF); while Water+Industrial Capacity= Clean Water Units (CWU) produced. 1 Unit of Food is capable of feeding 1 Million people while 1 Clean Water Unit is capable of supporting 500,000 people.

Fertile Soil: Alpha Class worlds will naturally produce 25,000 units of Fertile Soil, Beta Class will naturally produce 10,000, Epsilon 1,000, Cheti 100
Clean Water Units: Whether shipped from a world possessing water or from melted down ice retrieved from space. Water needs to be purified to be safe to drink. 1 ICU corresponds to 100 Clean Water Units.
Fertilizer Units: Needed for certain forms of agriculture production and produced via 150 CWU and 50 Basic Materials which produces 5 Fertilizer Units
Polyculture Agriculture Districts: Reflects farming that is non-mass production oriented, industrialized, agriculture. Comprising individual farmers, farming families, or smaller decentralized farming communities producing food products. Polyculture will require 1 Fertile Soil, 3 CWU, and 1 ICU to produce 100 UOF.
Industrialized Agriculture Districts: Industrial Agriculture accounts for the production capacity of a world possessing large, industrialized processes rather than conventional farming methods. Requiring 10 Fertile Soil, 100 CWU, 100 Fertilizer Units, and 50 ICU to produce 10,000 UOF.
Space Based Agriculture: Agriculture found on orbitals, space stations, or planets without supporting atmospheres requires 5 Fertile Soil, 50 CWU, and 25 ICU to produce 500 UOF.

Administrative Sector
Bureaucracy is a necessary evil in the function of your empire and reflects the legions of pencil pushers keeping the machinery of government running. The minimum requirement is that 20% of overall GDP be given over to administration and 10% of ICU.

Manufacturing Processes
The manufacturing process reflects the manufacturing districts allocated to the turning of raw materials (not counting soil and water) into usable materials for your empire. Industry is broken up into Light, Medium, Heavy, and whether they're Conventional or Automated. Their mechanics are measured in cost of construction/cost of maintenance if conventional/and output. Light Industry requires 150 Basic Material to build and 30 to maintain but is unable to produce Exotic materials. Medium Industry also requires 300 Basic Material to construct and 50 to maintain; Heavy industry requires 600 Basic Materials and 150 Advanced Materials with 100/50 as maintenance. Automated Industry cost the same as heavy with the additional caveat of a 25 Rare Earth Mineral cost maintenance.

Light Industry: 250 Units of Basic Materials/ 10 Units of Advanced Materials

Medium Industry: 500 Units of Basic Materials/50 Units of Advanced Materials/5 Units of Rare Earth Minerals

Heavy Industry: 1,000 Units of Basic Materials/150 Units of Advanced Materials/25 Units of Rare Earth Minerals/10 Units of Exotic Materials

Automated Industry: Doubled production and maintenance cost with +50% output.

Exotic Materials can only be built in Heavy industries at 10 units.

Resource Extraction
Resource Extraction is the economics of taking raw materials and transforming it into the usable products needed for your empire. Their abundance will be measured by a Base Rate followed by an Extraction Price (measured in ICU cost per unit). Certain planetary classifications or stellar compositions will modify these.
Basic Materials: 100 per 75 ICU
Advance Materials: 10000 Basic Materials, 1000 ICU, creates 10 Advanced Material
Rare Earth Minerals: 5000 ICU creates 25 Rare Earth Minerals
Exotic Materials: 15000 Basic Materials, 5000 Advanced, 500 Rare Earth Minerals, and 30000 ICU equals 1 units of Exotic Materials.

Finances are demarcated by the use of Imperial Sol's and Imperial Credits alongside whatever local currency a player might use. Imperial Sol's are 0.279cm thick gold coin (.11 inch) with a mass of 33 grams (1 Troy ounce) and valued at approximately 100USD if brought up against 21st Century exchange rates. Sol's are gathered via taxes or more heavy-handed policies. Imperial Credits are determined periodically by a special session of the Imperial Senate presided by the Tsaraj-Emperor.

Examples of cost:
A simple meal of bread and soup will generally cost a handful of Credits on Nova Terra. Most meals on Nova Terra will cost around 1 to 5 Sol's. While tickets for passage on an interstellar ship may cost anywhere from 100 Sol's going from star system to star system to 10,000 Sol's to cross the Galaxy. Other examples of cost are an Imperial Cruiser-of-the-Line of the Conqueror-class, spanning 7.5 kilometers in length by 4 at the widest point, equipped with Sidereal FTL; Diamond Core Ribbing, Ablative, Ceramic, and Homogenous Metallic Armor with reinforcing points of Titanium-Carbon; armed with fourteen-gun batteries, twenty-six energy weapon emplacements, sixteen missile pods, and eight torpedo silos will run a cost of 375 Million Sol's per ship.
Last edited by Imperialisium on Tue Jan 18, 2022 4:51 pm, edited 32 times in total.
Resident Fox lover

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Dec 18, 2021 12:49 pm

Last edited by Imperialisium on Tue Jan 04, 2022 6:27 pm, edited 2 times in total.
Resident Fox lover

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Dec 18, 2021 12:49 pm

Note: Applications will influence how the 3rd party Cosmic Entity creates initial events.

Faction Leader
Nickname: (If applicable)
Birth Date:
Planet of Origin: (make up one if you wish)
Physical Description or Image:
Titles: (rank, nobility title, any official or legal title)
Religious Beliefs: (If applicable, feel free to make a faith of your homeworld)
Family History:
Personal Biography:

Faction Info
Name of Territory: Example- The Star Duchy of Aquarius or Republic of Zira
Galactic Imperium Constituent type?: (Are you an Imperial Sector? SAS? Major House? etc)
Government: (Star Feudalism, Republic, Democracy, Imperial Governorate, etc)
Capital World:
Economic Policy:
Monetary Policy:
Currencies in Circulation:
Industrial Capacity:
Food Balance:
Water Balance:
Resources Balance Breakdown:
Culture: (Any unique cultural traits?)
Social Structure & Status of Species:
Territorial Size: (How many settled planets/moons/stations, broken down into what kind: Arid, Alpine, Continental, Desert, Artic, Barren, Dead (No Atmosphere), Death World (everything wants to kill non-natives), Oceanic, Terraformed (not natural and extremely expensive, needs Imperial permission), Gaia (rare natural gems of worlds)
Military and Security Forces:
Faction History:

Faction Leader
Name: Baldor Kernunneer za Baelarius ib-ujyzah Z'hah Roi Valkoroi Rhoiamyno
Nickname: N/A
Age: 195
Birth Date: 25,514 (19,828 Imperial Calendar)
Gender: Male
Planet of Origin: Odin
Race/Species: Human
Physical Description or Image: Standing at 183cm and fit with silver hair and generally keeping a clean-shaven face or short kept beard. Possessing piercing green eyes.
Titles: Tsaraj-Emperor of the Known Universe, Master of the Galaxy, Protector of the Magellanic Clouds, Lord of the Celestial Throne
Religious Beliefs: Terraism
Personality: Baldor is publicly a benevolent and genial man. Often portrayed by Imperial Propaganda as a family man, father figure, and just ruler. Personally, Baldor is indeed a father and rules mostly with an even hand regarding civil affairs. However, the Imperial House is divided and Baldor finds no respite among dealing with his wayward children. He is also ruthless against those that would seek to overthrow the Imperial House's 10,000 year grip on the Celestial Throne.
Family History: The Imperial House of Valkoroi Rhoiamyno has its origins with the appearance of the would be Saint-Emperor Valorian in the climactic final months of The Shadow. The soon to be Emperor being a military officer of some note in the court of Tsaraj-Emperor Baelan III. Imperial Records regarding the Saint-Emperor before his ascension have never been made public, or even positive to be kept at all, though some fragmentary data points to a collection of records being kept deep in the vaults of the Imperial Palace under the watchful gaze of the Imperial Praetorians.

What is understood is that Valorian was an advisor to Baelan and assisted to some degree in orchestrating the defense of Nova Terra and specifically the fortifications of the Imperial District and the deployments of the Praetorians during their stalwart actions in preventing The Shadow from penetrating the outer perimeters of the Palace.

Valorian was present during the climactic engagement before the Solutrean Gate on Nova Terra were Baelan III fell leading elements of House Belastar's forces in a counter-attack against forces of The Shadow that had landed near the Imperial Palace. This is, however, running contradictory to the established story of Baelan III dying leading the Naval forces in the massive space battle spanning the breadth of the Nova Terran solar sytem. Perishing heroically leading the assault which threw back The Shadow from the planet.

Valorian in either story was reportedly present and at least according to the record taken down by others supposedly there, Baelan named him his successor. Inaugrating the reign of Tsaraj-Emperor Valorian.

Valorian then orchestrated the Imperial offensives which threw back The Shadow from the Milky Way Galaxy and pursued it throughout the Magellanic Clouds. Returning to Nova Terra in Triumph and already beatified as Saint-Emperor even within his lifetime.

Since then the Imperial House has maintained its grip on power through this heritage and that of Valorian's Solarian blood. Even if diluted over the generations since the reign of Valorian's son.
Personal Biography: Baldor was born to Tsaraj-Emperor Koronus I on the Imperial Sanctuary World of Odin. A part of the Imperial Demesne.  A lush temperate world of snowy winters, warm beach filled summers, high mountains, and verdant valleys. Its diverse ecology partially artificial by the time of his birth. Baldor would be primarily raised by his mother Verina and the Imperial Chamberlain Ernest da'Zurgenfeld. This was likely the best course of action given Koronus was a lazy, incompetent, greedy ruler who could have instilled any of those traits within his young son.
At the age of eighteen Baldor was enlisted in the Imperial Army and placed within the ranks of the 15th Nova Terran Heavy Infantry Regiment. A departure of the norm which normally had young Imperial scions placed within the ranks of the Imperial Guard. The 15th would soon see action in the Perdatus Gulf. The Gulf being one of over a dozen century spanning warzones in the Imperium by this point. The Imperium on one side, and a confederation of religious groups on the other bound by the broader Tao-Shiite faith.

Baldor would serve with distinction and earn many deserved awards for gallantry and tactical acumen. Earning the respect of the Imperial Army personnel under him.

Baldor would also serve as representative to his father on the matters of the Imperial Senate and High Judiciary as Imperial Executor. A title for those acting on the Emperor's own authority and capacity. Should the Emperor be unable or unwilling to be present. A fact evident with Koronus who vehemently saw leaving the pleasure complexes of Odin as beneath him.

By the time of Koronus death in 25,614 of what was publicly stated to be natural causes; though some among the Imperial Houses's inner circle of servants would suggest Baldor did away with his father as a means to try and reverse the thrones fortunes with him at the helm. At either rate Baldor was swiftly crowned Tsaraj-Emperor with much pomp on Nova Terra and began actively working to shore up the Imperial House's position within the Galactic Imperium. A vigor that only dimmed in the last decade following the disappearance of his son and heir, Valorian, and the infighting of his daughters: Valeria and Verina.

Faction Info
Name of Territory: The Galactic Imperium
Galactic Imperium Constituent type?: Dominai Majora; Dominai Imperialis; The Imperial House
Government: Star Feudalism.
Capital World: Nova Terra/Odin
Population: 897 Trillion
Economic Policy: Mixed Capitalist/Feudalism. The Imperial House carries an economic policy of allowing Capitalistic ventures but will take direct control of enterprises to 'guide them' as needed within their own stellar demesne. The main difference is that this level of quasi-interventionism is not present on Nova Terra, the Throneworld, and more prevalent on the privately owned worlds of the Imperial Demesne.
Monetary Policy: The Imperial House maintains no other official currency than Imperial Sol's and Credits. However, with the possession of 55 Cancri, the Imperial House will mint a unique Diamond currency known as 'Valkorene's' as a means of rewarding Imperial Servants and Citizens and considered to be worth a thousand Sol's a piece.
Currencies in Circulation: Sol's, Credits, Valkorene's.
Industrial Capacity: 6,765,298,050
GDP: 100,510,971,080,000,000
Food Balance: -300,000,000 (Importation to Nova Terra from a variety of Sectors and polities)
Water Balance: 3,500,000 Produced, Expend: 2,350,000
Resources Balance Breakdown:
7,500 Medium Industry Districts
Cost Per Medium District: 37.5 ICU
Total Cost Upkeep: 281,250 ICU
Total Available Production: 3,750,000 BM / 187,500 AM / 375,000 REM

500 Heavy Industries: 5000 Exotic Materials

Culture: The Imperial House of Valkoroi Rhoiamyno presides over Nova Terra which is known for natives possessing cat eyes. While the House is mostly of Terraist faith.
Social Structure & Status of Species: The Imperial House makes no species based discriminations in any official sense. However, the vast majority of Imperial servants are human regardless. Socially the Imperial House's territories represent the breadth and width of the Imperium with people from all walks of life.
Territorial Size: WIP
Military and Security Forces:
The Military and Security Forces of House Valkoroi Rhoiamyno is numerous and well organized. The branches of the military being the Imperial Army, Navy, Imperial Intelligence, Imperial Special Forces Directorate, and Imperial Internal Forces. The Tsaraj'kar are treated as a separate entity than the Imperial Military as the personal Household army of the Emperor. While the Praetorians serve only to protect the Imperial District on Nova Terra and are technically servants of the Throne, not the person who sits upon it.

The Security Forces of the Imperial House are: The Imperial Security Directorate, Imperial Police, and the Nova Terran Legion.

The Imperial Army
The Imperial Army is numerous and flexible. Recruitment Offices are located on all worlds governed by the Imperial House as either personal demesne or fief. While also, being one of the few military's to allow enlistees from across the Galactic Imperium. However, those enlisting from beyond the territories of the Imperial House cannot be commissioned officers from an Imperial Military Academy and therefore must first serve as basic enlistees. The Imperial Army are known for their drab black, gray, and white color schemes. Their iconic red visored rebreather masks and utilization of specialized corps for varying environments. The Imperial Army is based out of Signus Prime as its primary HQ.

The Imperial Navy is the overt and often first sighting of the Tsaraj-Emperor's Will. The Navy fields a variety of warships and is organized into various fleets, taskforces, squadrons, and temporary flotillas. The Imperial Navy is based out of Sagittar Prime with the most prestigious academy, open to the progeny of other Great Houses and notables, being Raithon Prime.

Imperial Intelligence, organized into a variety of Bureaus such as Counter-Intelligence or Espionage, is tasked with fullfilling the role of a Military Intelligence Agency and is based out of Nova Terra's principal moon of Hesperax.

Imperial Special Forces Directorate: Organized into Commands for Army, Navy, Cyber, and so forth. The Imperial Special Forces Directorate is the umbrella command for all the Tsaraj-Emperor's special forces operators throughout the Galaxy. Allowing the autonomous deployment of Special Forces units tailored to specific situations and often work closely with the other branches to achieve their goals.

Imperial Internal Forces: Are best surmised as second or third line temporary forces made up of former Army and Naval personnel charged with the protection of their home planets. Thus freeing up other branches to focus on external opponents. Imperial Internal Troops have a mixed reputation of being trigger happy or semi-professional with quality and capability varying considerably.

Imperial Security Directorate: Nicknamed the Emperor's Eyes or even more maliciously as the Emperor's Secret Police. The Security Directorate is the counterpart for Imperial Intelligence but inwardly focused.

Imperial Police: The Civil Police forces of the planets under the Imperial House and Nova Terra.

The Nova Terran Legion: Unique to Nova Terra and therefore not technically 'Imperial' as the world is owned by the Imperial House in the capacity of them sitting on the Throne. The Nova Terran Legion is very much a planetary national guard force and only recruits from Nova Terrans.

The Tsaraj'kar:
The ominous elite warriors of the Emperor hail from the hellish world of Demimonde and supplied by the inhabited moon of Vulcana. The Tsaraj'kar are organized into Legions of 100,000 personnel and are fully self-contained as a military force. But will be stationed aboard ships if needed. Much to the dislike of many Naval crews. The Tsaraj'kar are fanatical zealots for the Imperial cause and infamously spare none unless their rules of engagement specify them to do so.

The Tsaraj'kar are not made but born on the planet of Demimonde and put through rigorous indoctrination while merely trying to survive on their purposely chosen homeworld. A world chosen by the Saint-Emperor Valorian to be the adoptive home for a breed of soldiers loyal to the Imperial House. To serve as unquestionably loyal soldier-zealots. Their indoctrination begins immediately and from the time they could crawl their training begins. Tsaraj'kar are trained to fight without the pretense of it being training throughout their whole upbringing. The only tenets that matter is the loyalty to the Imperial House as their spiritual masters, and victory. As such Tsaraj'kar units care little for their own losses and are just as capable operating independently as they are fighting in formations.

Faction History: The Imperial House of the Galactic Imperium have remained in power since the War Against The Shadow and the ascension of Saint-Emperor Valorian.
Last edited by Imperialisium on Sun Jan 23, 2022 2:47 pm, edited 7 times in total.
Resident Fox lover

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Dec 18, 2021 12:51 pm

Wiki Link

Wiki Guide (WIP)

Roster and Maps (WIP)

Last edited by Imperialisium on Thu Feb 03, 2022 8:36 pm, edited 2 times in total.
Resident Fox lover

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Dec 18, 2021 3:48 pm

Reserved for Operator OOC use.
Resident Fox lover

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Jan 04, 2022 8:20 pm

now accepting applications
Resident Fox lover

User avatar
Posts: 7583
Founded: Feb 11, 2016
Democratic Socialists

Postby Parcia » Tue Jan 04, 2022 8:35 pm

Tag and reservation for the major House Corwin and it's constituent parts.
So apparently Cobalt has named me a Cyber terrorist, I honestly don't know to be Honored or offended.
Right leaning Centrist from Florida No I am not The Floridaman...hes my uncle. Other then that dont @ me about politics, im leaving that
hell hole behind until I leave Uni.
I reserve all rights to my posts, OCs, and contributions to any threads I post on.
I'm a Catholic too, figure that shit out! ... e_Lock.gif storage
Hooyah Navy.

User avatar
Posts: 7037
Founded: Jan 23, 2017
Father Knows Best State

Postby Revlona » Tue Jan 04, 2022 9:05 pm

Reserved for Great House Salarian
Last edited by Revlona on Wed Jan 05, 2022 9:25 am, edited 2 times in total.
Lover of doggos

User avatar
Chargé d'Affaires
Posts: 446
Founded: Mar 04, 2020
Father Knows Best State

Postby Antimersia » Tue Jan 04, 2022 11:43 pm

Faction Leader
Name: Ferlon IV
Age: 77
Birth Date: 2/13/25,632
Gender: M
Planet of Origin: Crux
Race/Species: Human, White
Physical Description or Image: 6'7" and weighing 247lbs

Titles: Hierarch (often uses the title of Lord in general conversation)
Religious Beliefs: de facto - Protestanta Terrana, de jure - Terranist
Personality: Cold, manipulative, stoic
Family History:
Personal Biography: Born on Crux as the only child of Ferlon III he was prepared for the duty of ruling the Great House Mensjen since he could walk. Although he was often greatly mistreated by his father for his rejection of many of the Terranist ideals the family has long since held. This is the cause of his unwillingness to show emotion in most cases. Believing since he was young that one should divulge as little about one self as necessary. Upon Ascending to the title of Hierarch on his father's death, he faced the challenge of a great civil war from many of his fiefs. This war was quelled, in time. And led to him obtaining his wife, Lady Phella of house Jabbar, as a punitive cost to the house that led the uprising. He has since overseen an era of relative peacefulness and bounty. His twelve children, each growing up to gain great opportunity within their growing domain. His eldest son and heir, Ferlon V, more so than any of them.

Faction Info
Name of Territory: The Holy Dominion of the Sapien
Galactic Imperium Constituent type?: Major House
Government: Autocratic Confederation
Capital World: Crux
Population: 1,252,850,000,000
Economic Policy: State Enforced Market Capitalism (All industries must have state run options to provide competition for all markets at all times.)
Monetary Policy: Flat tax rate of 35% of all earnings for all citizens. Tax dodgers are tried for treason and if found guilty sentenced to death. wages must be paid in Pucks. but all businesses must accepts Pucks, sols, and credits to operate within the Holy Dominion.
Currencies in Circulation: 3, Imperial Credits, Sols, and pucks (Holy Dominion currency puck shaped coins of wide ranging values.)
Industrial Capacity: 2,512,800 ICUs
GDP: 31,037,142,500,000
Food Balance: 1,252,850 units costing approx 13,000 ICU maintainance.
Water Balance: 2,505,700 CWU costing 25,057 ICU to maintain for pop, 375,855 CWU costing 3,759 ICU to maintain for food production.
Resources Balance Breakdown: soil - 129,700
1300 Polyculture Agriculture Districts.
20 medium industry
100 light industry
10,000 basic materials
200 advanced materials
500 REM

Culture: Wide spread Xenophobia. Hatred or at least distaste for all non human creatures that claim sentience. Love and appreciation of the human form to the point of self-aggrandizing. Art depicting humanity's form both in sexual and scientific styles is heavily present.
Social Structure & Status of Species: Humanity is by and large equal. Only minor houses and the major house Mensjen have any significant standing above others in society among the dominion. As long as one is human, one is treated with dignity and respect.
Territorial Size: 61 systems, 451 and 37 orbital construction stations.
Military and Security Forces:

1 Super Capitol Ship equipped with shields, an Imperial Sidereal drive, Titanium Carbon Alloy, 200mm Gun battery along each side of the ship's hull, 4 forward facing and 4 rear facing torpedo tubes.
1000 gunships with energy weapons and composite armor
75 Frigates with subliminal drives, and Magnetic Accelerator Weapon, with autocannons and composite armor
10 Cruiser of the liner with warp drives and Gun batteries of 85mm and equipped with shields and ablative alloy.

human forces are only what are required to man the standing naval forces.

Faction History:
Last edited by Antimersia on Sun Jan 09, 2022 11:49 am, edited 10 times in total.

User avatar
Posts: 4648
Founded: Jun 30, 2016

Postby Ormata » Wed Jan 05, 2022 3:26 am

Name of Territory: Erro Consolidated Territories

Galactic Imperium Constituent type?: Semi-Autonomous State
Government: Totalitarian Autarchy
Capital World: Mursa (Cheti/Alpine Class, Infrastructure VII)
Population: ~339.3 Billion
Economic Policy: State Capitalism
    With the Autarch as the director of all efforts within the Erro territories, he, in conjunction with specialized Senate committees, appoints a number of officials within the government in order to oversee and develop economic sectors and projects, with those directors answerable to local inspection agencies, the Erro internal police services, as well as technical advisors which are appointed by the various technical institutes within the Erro territories. These officials are held to stringent deadlines for either the development of an economic project or for the continuation of profitable actions by an economic sector, with inadequate performance oftentimes leading to replacement or, in some scenarios, imprisonment should the actions of the director be considered to be criminal negligence.

    Economically the Erro produces a large amount of refined goods, vessels, as well as is able to produce large amounts of food which is then exported. Production of military equipment and munitions is also considered high, though this is mainly for the use of naval forces both by the Erro and by other states.
Monetary Policy: Progressive Tax System
    The Erro follows a general policy of taxation for individual income increasing linearly, with the minimum taxation being 5% and the maximum 15%. Taxation on private company endeavors, begun by private citizens with permission from the Economic Ministry, stands at 5%. These endeavors are often smaller with the entrenched, large industries under the direct control of the government and therefore are not taxed. Taxes on imports entering Erro space are low, though this source of income is made-up by a number of shipping costs through Erro systems.
Currencies in Circulation: Imperial Sol, Imperial Credit
Industrial Capacity: 3,178,900 ICU
GDP: 13,519,576,250,000
Food Balance: 10,100,000 UOF (104,030 ICU)
Water Balance: 2,127,385 CWU (21,273.85 ICU)
Resources Balance Breakdown:
      101,000 Polyculture Districts
      Total Available Soil: 407,700 Fertile Soil
      Cost Per Polyculture District: 1 Fertile Soil, 1 ICU, 3 CWU
      Total Cost: 101,00 Fertile Soil, 101,000 ICU, 303,000 CWU = 104,030 ICU
      Remaining Available Soil: 306,700 Fertile Soil
      Total Production: 10,100,000 UOF
      1,500 Medium Industry Districts
      Cost Per Medium District: 37.5 ICU
      Total Cost Upkeep: 56,250 ICU
      Total Available Production Slots: 750,000 BM / 37,500, AM / 75,000 REM
      Total Utilized Production: 715,000 BM / 700 AM / 1,500 REM
      Total Cost Production: 906,250 ICU
      Total Remaining Production Slots: 35,000 BM / 36,800 AM / 73,500 REM
    Erro culture highly emphasizes economic self-reliance. It is through these monetary pressures that a number of eccentric traits come about, as the majority of Erro are remarkably accepting of alien species, looking at such things as methods to expand their group of associates, potential customers, or in the most brutal terms assets. A long history of collaboration with alien species by the Erro supports this modern view, with such activities going back to the Leumant War. In addition to this, generally speaking Erro are highly active, seeking economic mobility wherever possible, and are usually seen as the more exploitative of humanity out on the Periphery.

    The family unit is likewise emphasized by Erro culture, though this is less in terms of blood and far more in terms of one’s close-knit social circles. These circles are viewed with equal importance to the blood family, leading to small cliches and clans forming naturally as well as a tendency towards Erro unionizing and forming organizations naturally, without the usual requisite hardships. These organizations are likewise normally fanatical in their devotion to other members.

    Cybernetics are prolific in Erro society, beginning at early ages with relatively unobtrusive air filters embedded in the neck or throat, the former of which is much akin to gills while the latter requires regular maintenance, and continuing throughout Erro life. These can be as utilitarian as musculature enhancements, synthetic eyes to rectify vision, or computer banks which act as memory aids to implants as frivolous as holographic tattoos, voice alteration systems, and synthetic hair which changes color by will or emotions. Such cybernetics have given some capability to Erro surviving in otherwise inhospitable environments, lending an individualistic, adventurer tendency to Erro.

    In terms of religion, the Erro population is generally varied with a number of Terranist faiths, Mahayana Cathericism, Evangelical Hatterism, Protesto-Kalgerism, as well as a unique religion known as Erro-Tarranis. A variant of Terranism which saw it’s rise in the Second Imperial Renaissance, Erro-Terranis follows a majority of the same principles with differences in a few of the gods names, a shift in their general attitudes, as well as differnces in some main tenants. The faith holds the majority of the gods to be different facets of the Erro personality, most fiercely independent from one-another as well as holding a far more adventurous, capitalistic spirit. In addition to this, Erro-Terranis preaches that alien species and civilizations all hold a place in the galaxy, as ordained by the gods, and that those who are willing to work with others should be treated with the same as humanity. Those species which refuse to work with humanity spit in the face of the gods and, as such, are unfit to continue living in the galaxy. As a result of this and the galactic climate, Erro-Terranis followers generally are laxadasical about their faith with few examples of radical sects.
Social Structure & Status of Species::
    Stratified into a number of unofficial classes, these are generally considered to be, from lowest to highest, industrial workers and stewards, farmers, lower government officials, merchants, and higher government officials. Upwards mobility is present in a limited amount, hampered as it is by an entrenched mercantile class, with rising engineers and traders often being hired at initially low rates by the established before their dreams are fully demonstrated. Lower governmental positions are generally considered to be the most reliable to enter from lower classes, though this invites heavy competition at schools and universities where tests are often used to measure the initial capabilities of a prospective employee. Despite this, generally speaking living standards across the Erro territories are adequate at worst, though harsher worlds often invite a far greater difficulty in maintaining a standard of living.

    Officially there are no governmental mandates which exercise discrimination on alien species, while the vast majority of the populace is generally unoffensive towards aliens. There are sizable conclaves of aliens living in Erro space, which are treated with similar measures to the native population by the government. Despite this, however, aliens reaching upper governmental positions are rare due to the most successful generally becoming merchants and traders, finding more money to be made in those sectors. It is theorized by some scholars that the capitalistic, exploitative tendencies of the Erro run-off onto the aliens, altering their cultural values, though others suggest that the more capitalistic aliens naturally come to the Erro territories due to it’s stances on the matter.
Territorial Size:

    Located in the far western galactic periphery, the furthest the Erro Consolidated Territories reaches into the Galactic Center is 70,000ly while the furthest extends out to nearly 90,000ly. Following a general curve with the rest of the galaxy, Erro space is divided up into four sectors, with the center as Mursa, the southernmost Chamia, the northernmost Vertis, and the westernmost Patria. Of these, Mursa is generally the most built-up while Patria is the least, boasting of the majority of destroyed planets from the Shadow War. These sectors are composed of various smaller sub-sectors, each of which is generally based on a number of star clusters, with charted routes between each cluster. The few stable charted routes guarding the Erro are kept well protected and monitored.

Total: 590 Colonized Planets, 708 Occupied Systems
Infrastructure I: 239
    3 x Beta / 36 x Cheti / 80 x Delta / 60 x Gamma / 3 x Iota / 15 x Omega / 6 x Theta / 30 x Yota / 6 x Zeta
Infrastructure II: 170
    12 x Beta / 40 x Cheti / 50 x Delta / 56 x Gamma / 12 x Omega
Infrastructure III: 58
    1 x Alpha / 57 x Cheti
Infrastructure IV: 73
    5 x Beta / 28 x Cheti / 30 x Gamma / 1 x Omega / 9 x Yota
Infrastructure V: 32
    10 x Beta / 15 x Cheti / 2 x Delta / 4 x Epsilon / 1 x Iota
Infrastructure VI: 17
    6 x Beta / 10 x Cheti / 1 x Gamma
Infrastructure VII: 1
    1 x Cheti
Mursa Sector
    Infrastructure I:
      1 x Beta / 12 x Cheti / 35 x Delta / 14 x Gamma / 5 x Omega / 3 x Yota
    Infrastructure II:
      4 x Beta / 11 x Cheti / 15 x Delta / 17 x Gamma / 3 x Omega
    Infrastructure III:
      1 x Alpha / 5 x Cheti
    Infrastructure IV:
      2 x Beta / 14 x Cheti / 10 x Gamma
    Infrastructure V:
      3 x Beta / 8 x Cheti / 3 x Epsilon
    Infrastructure VI:
      1 x Beta / 4 x Cheti
    Infrastructure VII:
      1 x Cheti
Chamia Sector
    Infrastructure I:
      12 x Cheti / 14 x Delta / 26 x Gamma / 4 x Omega / 5 x Yota
    Infrastructure II:
      10 x Cheti / 19 x Delta / 12 x Gamma / 3 x Omega
    Infrastructure III:
      20 x Cheti
    Infrastructure IV:
      2 x Beta / 6 x Cheti / 6 x Gamma / 1 x Yota
    Infrastructure V:
      2 x Beta / 4 x Cheti / 1 x Epsilon
    Infrastructure VI:
      3 x Beta / 1 x Cheti
    Infrastructure VII:
Vertis Sector
    Infrastructure I:
      2 x Beta / 9 x Cheti / 29 x Delta / 15 x Gamma / 2 x Omega / 3 x Yota
    Infrastructure II:
      2 x Beta / 15 x Cheti / 10 x Delta / 7 x Gamma
    Infrastructure III:
      15 x Cheti
    Infrastructure IV:
      1 x Beta / 8 x Cheti / 14 x Gamma / 1 x Yota
    Infrastructure V:
      3 x Beta / 3 x Cheti / 2 x Delta
    Infrastructure VI:
      2 x Beta / 5 x Cheti / 1 x Gamma
    Infrastructure VII:
Patria Sector
    Infrastructure I:
      3 x Cheti / 2 x Delta / 5 x Gamma / 3 x Iota / 4 x Omega / 6 x Theta / 19 x Yota / 6 x Zeta
    Infrastructure II:
      6 x Beta / 4 x Cheti / 6 x Delta / 20 x Gamma / 6 x Omega
    Infrastructure III:
      17 x Cheti
    Infrastructure IV:
      1 x Omega / 7 x Yota
    Infrastructure V:
      2 x Beta / 1 x Iota
    Infrastructure VI:
    Infrastructure VII:

Military and Security Forces:

    The Erro have traditionally operated smaller ground forces than the size of their territories would otherwise suggest, preferring detachments of infantry and lightning strikes to the more grueling, grinding warfare which marked other such established forces. This continues even today, with the Erro Army more reminiscent of tactical, fast-response policing units than a ground force intending to begin artillery duels. Composed as a volunteer-only force with harsh basic training intended to drop lesser candidates, preferred tactics for the Erro include atmospheric drops by small units, boarding actions on enemy vessels, and raider tactics.

    Numbering 20 Divisions of 20,000 each, the Erro Army is normally spread out amongst multiple worlds. They act in a fast-response role, using police transportation to mobilize, though Navy gunships may be used.

    The standard soldier is armed with a 15mm automatic rifle and is distinctive with their masked, vacuum-sealed armored suits across all theaters. These suits are proofed against radiation which would be expected in an Erro battlefield, as well as to aid in space operations. It should be noted that missile launchers, grenade launchers, and ballistic shields have been seen, distributed at most at platoon level.

    The only armored aid assigned is comprised of ad-hoc assigned Erro Navy support. The most visible of these would be the gunships of the “A” class. These gunships, capable of maneuvering across the battlefield freely in order to drop-off embarked troops, are able to destroy most enemy ground and air support with their PDCs should they fire specialized ammunition. The more impactful support from the Navy comes in the form of MAC strikes via vessels in orbit, destroying enemy hardpoints such as strongholds and bunkers.

    Despite their advanced training and equipment however, it is to be noted that the Erro Army has not performed in an actual war in some decades.

    A remnant of its former strength, the Erro naval forces are based about several key strategic and tactical concepts. Charged with patrolling the numerous systems and trade lanes within the territories, relatively large numbers of warships were required while maintenance requirements and costs for each warship had to be kept down as low as possible, leading to a fleet of vessels equipped with low maintenance, primitive technologies as well as a comprehensive armor scheme and high strength weaponry. On the tactical, battlefield level the Erro Navy operated under the concept of large numbers of smaller warships, each armed with high yield munitions capable of inflicting large amounts of damage when salvoed in sufficient quantity. Through this, they could overwhelm the defensive technologies and equipment of enemy forces, allowing leakers to weaken or destroy vessels. In addition to this, Erro vessels generally keep well clear of the enemy force they are engaging, utilizing MAC salvos at long range to penetrate or weaken enemy armor sufficiently before delivering the killing blow via nuclear missile.

    Erro naval forces can generally be summarized by a degree of inflexibility when acting in a pitched battle, preferring to operate within the gravitational well of system objects in order to mask their signatures from enemy gravitational and mass sensors while operating under cold conditions, utilizing no LIDAR and generating no communication emissions with the exception of low strength, tight beam laser signaling between individual warships, as well as utilizing a retinue of thermal flares, emissions jammers and drones, and remote LIDAR units to both remove the target lock of enemy sensors and missiles from the actual warships as well as generate accurate position fixes on the enemy warships. Erro formations operate in close-knit styles when fighting from such prepared positions.

    When engaging enemy forces on the move, Erro tactics can be categorized into two styles of Attack and Defense, in reference to the enemy acting against the Erro ships, and for the purposes of this shall be considered to be gunships only. When on the Attack, Erro vessels keep at range from the enemy, avoiding enemy fire while PDCs destroy enemy munitions. Unpowered missiles move onto the enemy flanks which pass the enemy formation’s beam, coming about by RCS before tracking the thermal signatures of the enemy’s sublight drives. When on the Defense, Erro vessels continue pursuit at long range, often attempting to be directly aft of the enemy or above their ventral and dorsal surfaces, with the main reason to avoid enemy attacks. They attempt to launch massed missile strikes, often four missiles per gunship, in conjunction with missile flares, guiding the missiles manually to the target while overwhelming enemy sensor systems via jamming. Should the enemy alter course suddenly, presenting a side which is not the immediate aft, ventral, or dorsal, Erro ships which are furthest away from reacquiring their station on the enemy perform immediate evasive maneuvers while Erro ships which can quickly reacquire their station do so while expending flares.


    Name: Stronghold class
    Classification: Light Cruiser
    Commissioned: 15
    Cost Per Unit: 251,490.8 ICU
    Maintenance Per Unit: 2.25 ICU
    Size: 7km x 1.14km
    Drive: Warp
    Armor: Titanium-Carbon, Ceramic
      008 x Kiemen MAC, 10 Rounds Per
      300 x Kiemen-Vass Mk 44 Autocannon
      700 x Carbon-7 Missile, Nuclear, 20m
    Constructed as a singular class between 17870 EE and 19110 EE, built in three orders of five vessels, the Stronghold class was built as a compromise between the tactical and strategic requirements of the Navy and the low infrastructure and maintenance capabilities of the colonial systems it was expected to patrol. As a result, the vessels were constructed of heavy-duty materials and framework, belying their smaller size by a larger mass. Six large sublight engines moved the warship along at reasonable speeds, while a large number of RCS and internal gyroscopic systems enabled it to achieve rapid changes in aspect relative to the Stronghold’s size. In contrast to the majority of warships in operation, the Stronghold class lacked gravitational deck plating across all decks. The central axis of the vessel was provided with artificial gravity via traditional deck plating while the two outer rings would achieve spin gravity, which would then be evacuated, slowed, and secured during combat operations. Electronics and mechanical systems were kept simple and easy to access and maintain, with several redundancies across the ship.

    The Stronghold class is armed with eight Kiemen Magnetic Accelerator Cannons, MACs, mounted ventrally, extending for a third of the ship’s length, which were mounted on gimbals to provide for a limited arc of fire without maneuvering the whole of the vessel. These MACs were initially designed to be able to fire at a variable velocity, enabling it to utilize a variety of rounds, though this feature has since been deleted from the weapon in favor of the highest capable velocity and solid shot rounds. A grid of 300 Kiemen-Vass Mk 44 rotary Point Defense Cannons, PDCs, allows the Stronghold class to engage and destroy smaller enemy vessels at close range, raking them with fire to destroy sensors, engine systems, and penetrate through viewing ports, as well as protecting the cruiser against incoming missiles and torpedoes. The PDCs are linked in groups of six to LIDAR, thermal, and emissions detection fire directors, allowing them to engage both dumb-fired or manually-guided missiles as well as activelly transmitting ordinance. Lastly, a large missile battery is provided for the cruiser class, with each carrying 700 Carbon-7 nuclear missiles. These missiles are located in vertical launch systems forward of the front spin ring, as well as four smaller vertical systems aft of the rear spin ring, and are directed via LIDAR, thermal, or manually with aid from enemy emissions data.

    Several docking collars are provided on the bow of the class, allowing it to carry eight “A” class gunships.

    Name: “R” class (Remarkable, Roan, Rapier, Reliant)

    Classification: Frigate
    Commissioned: 100
    Cost Per Unit: 28,641.43 ICU
    Maintenance Per Unit: 0.15 ICU
    Size: 1.5km x 300m
    Drive: Warp
    Armor: Titanium-Carbon, Ceramic
      02 x Kiemen-Retan MAC, 10 Rounds Per
      40 x Kiemen-Vass Mk 44 Autocannon
      60 x Carbon-7 Missile, Nuclear, 20m
    The “R” class is a number of extremely similar classes built between 18120 EE and 20628 EE intended to act as a mainline naval vessel to either support the Stronghold class and it’s predecessors or to form the core of a battlegroup should the Stronghold class be unavailable. Built with an emphasis on survivability despite the relatively small size, the “R” is built with multiple bulwarks separating the length of the ship with redundant life support systems in each separated portion. Gravity is provided for by the traditional plating, while a large reactor is distinctly visible on the aft section of the vessel.

    The frigate class is universally armed with two ventrally mounted Kiemen-Retan MACs, the earlier Remarkable and Roan class vessels being upgraded from a singular Kiemen-Retan to two, which are similarly designed to the Kiemen MAC mounted on the Stronghold class. Gimbals allow for the weapon to be trained without maneuvering the entirety of the ship. A grid of 40 Kiemen-Vass Mk 44 PDCs are directed in a similar manner to the Stronghold class, able to be trained via LIDAR, thermal, or emissions interception to track and destroy incoming missiles and torpedoes. These PDCs are largely mounted on the forward section of the hull, with nearby bulges in the armor plating detonating additional emissions interception equipment as well as LIDAR fire directors. The “R” class is lastly equipped with 60 Carbon-7 nuclear missiles mounted in vertical launch systems on the ventral and dorsal sections on the forward hull. These missiles are guided by LIDAR, thermal signatures, or via enemy emissions interceptions. No reloads for the Carbon-7 is provided and the class notably requires routine inspections to be carried out by removing the missile from its tube.

    Two docking collars for “A” class gunships are provided between the forward and rear hulls.


    Name: “A” class (Active, Able, Arduous, Attack, Active II)
    Classification: Gunship
    Commissioned: 700
    Cost Per Unit: 2,115.08 ICU
    Maintenance Per Unit: 0.015 ICU
    Size: 100m x 30m
    Drive: Superluminal
    Armor: Titanium-Carbon
      04 x Kiemen-Vass Mk 45 Autocannon
      10 x Carbon-7 Missile, Nuclear, 20m
    Constructed over the course of several millennia between 16000 EE and 21000 EE, the “A” class, following the general Erro tendency to name their classes in alphabetical order from smallest to largest, is the standard patrol gunship of the territories. Built in response to the increase in pirate activity and the relatively large numbers of systems the Erro had to patrol, the vessel was intended to punch above its mass in any scenario. The individual classes to bear some differences, however, with the majority featuring four Oblat-Zeal 9000 Series engines, the Able a trio of Verdal 4, the Attack two large Kepler Series 7 engines, while the majority also host a deployable sensor mast on the belly to collect radar emissions from.

    The Active II is notable for its role in supporting Erro Army units.

    The class is armed with 4 Kiemen-Vass Mk 45 PDCs placed about the center of the craft. The Mlk 45 consists of a Mk 44, a LIDAR, thermal, and emissions intercept fire director on the mount, as well as two 2x2 flare launchers which, when fired, cruises out from the mount much akin to a missile, halting from the vessel at a distance of 300 kilometers while continuing to emit. The flare launch must be manually engaged by the operator. To provide for the class’s offensive capabilities, 10 Carbon-7 nuclear missiles are mounted in a single vertical launch system forward of the bridge firing “upwards”, though the Active II instead has the missiles fired “downwards” with the deployable sensor mast instead mounted forward of the bridge.

    A standardized docking collar on the belly allows for mating with the Stronghold and “R” classes.

Faction History:

-1895 Imperial Calender - 1 IC
1 Exodus Era - 1896 EE
    First written in the logs of Captain Janesmit, the story of the Erro begins with the launch of a singular vessel. The colony ship In Nomine Domini, equipped with the experimental Mark 12 Luminal Drive, departed from Aurora en route to the Western Galactic Rim. Aboard the In Nomine Domini are 9,000 colonists of the Asgin Sect of the Terran Faith in cryogenic suspension, as well as genetic samples for over 10,000 individuals. The journey is expected to last fifty years based on computer projections. Auroran Security Forces attempt to halt the departure of the colony ship, firing several warning shots, but the vessel exits the system successfully. Some 400 years later, in 429 EE, the colony ship would enter system Tau Ceti-9912, rename the system Terminus, and enter orbit above the sole habitable world, Terminus IV. Teams and outposts would soon be built planetside. Some years later the leader of the expedition, Master Chatsman, died planetside due to xenos predators. Two days following his death, 3,000 colonists were found dead in a supply space aboard the In Nomine Domini, the cause of death being Carbon Monoxide poisoning, the corpses sitting neatly in rows. Suicides became common among a portion of the population, ending two weeks later with half of the colonists dead. The remaining crew elect a Mayor and move most equipment down planetside, establishing permanent colonial settlements. Writings found indicate general uneasiness aboard the colony ship, either due to religious implications or psychological distress.

    Some years following that event, the In Nomine Domini suffered damage from an undetected meteor shower. The colony ship lost propulsion and gradually failed to keep station above the planet. In response, the colonists moved their settlements underground, preparing for the likely repercussions. In 495 EE, the colony ship impacted near the northern pole of the planet, a reactor detonation resulting, with large amounts of poisonous material being ejected into the atmosphere. In order to allow personnel to continue surface operations, cybernetics and heavy suits are utilized by the colonists. It would be several centuries before the colonists would be able to traverse the surface freely once again, with the impact point continuing to be highly hazardous to life, and their existence on the planet would be threatened several times by foot shortages and environmental concerns. As time passed, the colonists grew more and more attached to their cybernetics, utilizing them more often for simple tasks, with the atmosphere containing enough trace elements to cause irreparable damage prompting installation of breathing filters in all personnel, The pervasion of the cybernetics is limited only by their resources, of which slowly dwindle, prompting more aggressive surveys.

    As their efforts continued, predator species continued to cause difficulty, prompting the colonists to install a dedicated security with patrols about their installations and into the wilds. Rudimentary artillery systems would eventually be built to support these forays, gradually shifting the security forces into a far more militaristic role. Outside of the original settlement, personnel would be sent to other areas of the continent to begin construction elsewhere, building mining outposts to extract necessary raw materials. As years passed, eventually these other outposts viewed themselves as separate, disenfranchised, and conflict would begin between the separate settlements. According to the Treatise on the Foundation of Terminus, the conflicts began as small scale affairs, lightning raids, before progressing in scale and brutality. It would culminate in the poisoning of one colony’s water supply and that colony retaliating via a series of gas attacks and a large ground offensive to retake the other’s water processing plants. The result would be a heavy death toll among all involved, with the only settlements not affected slowly failing due to neglect by the major powers.

    In the end, the reunification process is noted to have been difficult for all involved, leading to some degree of discontent among all. Each would resort to aiming that discontent at outdoing other settlements, at proving their superiority and gaining the economic edge to finally end their reliance on the other settlements. This would begin the space race, as while each had the capacities and information on how to perform space flight none had the total sum parts or facilities to construct those flights, and a number of major powers and confederacies emerged as competitors. While they were technically unified, the bonds between each were tenuous, strained often. The first flights aimed at charting the solar system, that information being guarded jealously by the respective parties with no governing force able to force its dissemination, and those few who had succeeded rapidly expanded their operations towards the exploitation of raw materials on other worlds as well as in the asteroid belts. Large mining vessels would be the second built after those smaller scouts, capable to extracting raw materials, processing them, and refining that processed ore into useable compounds.

    How the Terminus System came to be completely unified is not precisely known, as the Book of King believes it to be God’s Wrath set against disbelievers while the archived texts of the logs for the Pioneer, a mining ship in that age, hold the events to be a first strike by asteroid strike against Terminus itself, though what is universally agreed upon is that one faction emerged from the destroyed ruins of the home planet, emerged with crude Warp drives and a spaceborne population, unified by a singular leader and a singular creed, and they quickly spread to other worlds in the star cluster. After some years, the term “Erro” would begin to be used to describe the polity.

1 IC - 6461 IC
1898 EE - 8358 EE
    The Erro, having landed on several worlds in systems neighboring Terminus, began 1898 EE with the institution of several policies which would continue to the modern day. According to the general logs of the Oberon, Cere, and Pioneer, the early Erro colonized as many worlds as possible within a system, their criteria being geological stability and general worth, with the worlds best suited towards providing foodstuffs concentrating on that while others provided the bulk of mining potential for the colonists. They leveraged their cybernetics to better survive hostile environments, some going so far as to become capable of surviving for days in a pressure suit, and were not above exterminating hostile species. Records suggest two encounters with xenos life during this era, neither yielding a cooperative result as their worlds were destroyed by asteroid bombardment from the now ancient mining vessels which had once destroyed Terminus.

    The Erro would begin to form their own systems of governance in this period, many plutocrats who had profited from the mining efforts recognizing the importance of a strong outwards front against intrusion, and these self-made nobility would charter the Erro Confederate Planets with the Treaty of New Bregan. The Confederacy would struggle at first to find a balance between the urgings of the larger worlds against the smaller worlds, nearly plunging into civil war on multiple occasions in the first few decades of its existence, though the policies of non-interference would grant some leniency towards the plutocrats jockeying for power. A void navy would be constructed in this period, a half-dozen orbital shipyards providing the raw manufacturing power, while the crews of those vessels quickly formed small conclaves and bands, oftentimes electing their own officers in lieu of the more traditional appointments. Such a divide between the military and the civilian administration would prove to be a double-edged sword, as the writings of Ret state there were multiple attempted insurrections by captains striking against the smaller worlds, though these would be put down by a slowly forming officer corps, drawn from the plutocrat families with silver tongues and full pockets who didn’t shy from butchery, while the divide would provide for ample dissuasion by any one planet to attempt insurrection or by the Confederacy as a whole to attempt an unwise war.

    During this period, a comprehensive trade network among the worlds would emerge by a growing mercantile class, moving goods from one planet to another by their needs, eventually collaborating into the Erro Trade Consortium. Such was the power in the organization that the plutocrat classes quickly moved to stifle it, providing a large number of hulls and space at cheap prices to the Consortium to keep a measure of control over the trading company. They were loath to allow another party to decide whether a colony did or did not get its share of foodstuffs or raw metals, loath to allow another party to become capable of strangling a colony. The arrangement would slowly settle into a sedentary business of continuous, unshaking profits, of the status quo, though every few decades a group would begin another colonial push to find new profits, and begin to chart new space lanes to cut costs.

    The Confederate States would, by the end of the era, span over four thousand systems spread across the western galactic periphery. The policies of non-interference kept the nation together while bands of nomadic warships would keep the peace independent of any powers. Such policies and practices would eventually strain, however, leading to the end of the Expansion Era.

6461 IC - 6720 IC
8358 EE - 8617 EE
    According to the Declaration of the Rights of Mankind, in 8358 EE the Erro Confederate States would falter when over a hundred of the worlds about her borders declared themselves independent. The Declaration states their grievances with the Confederacy plainly, that the Outer Colonies felt neglected by the core territories, that they had been starved on numerous occasions when mining had been poor and they had been unable to pay for sufficient foodstuffs, and it stated their intentions to ensure they would be capable of supporting themselves. It did not state any sort of intention for war, though the archives show that war did come to the Confederacy and to the newly-declared Outer Colonies.

    Logbooks from a half dozen warships in the period chart a series of skirmishes and battles between Confederate and Colonial forces as they fought back and forth, the Confederates slowly gaining ground and placing a dozen worlds under blockade before the end of the decade. The reasons for blockade in lieu of the traditional orbital bombardment which had occurred years before are various, though multiple news publications seem to point to a discontent in the civilian population at the war, that they wanted it to end with little bloodshed, while archives from internal memorandums show a concern by the Confederate government that a bombardment would only inspire more worlds to declare themselves independent. Erro Trading Consortium records likewise show concern and support for the blockades, seeing them as more likely to preserve existing infrastructure and, therefore, more likely to preserve their own profits. Within three decades, a dozen more planets were under Confederate blockade while Colonial naval forces continued to harass enemy supply lines, unable to meet the Confederates in open battle.

    This state of things would change in 8399 EE with the rebellion of two fleets of the Confederate Navy. Enticed either by the prospects of sacking Confederate core worlds, the ideals of the Colonies, or by the desire to end the war quickly by the threat of a large, conventional force, the two fleets swung the balance of power into the Colonial’s favor, though they would fail to deliver a quick peace. In 8412 EE, as the Colonial forces attempted to break the blockade of Kelpie’s Wood and Confederate reinforcements rushed in to counter-ambush the attackers. The Battle of Tau Pisces-3107 would prove to be the most costly in human death, with both fleets being effectively destroyed and only a token Confederate force able to continue the blockade. Eventually, however, Confederate forces began to run short on munitions and supplies as the Colonials continued to hamper their supply lines and reduce the enemy munitions by setting up false targets, either by physically constructing false installations and ship berthings planetside or by spoofing the radar images and emissions of probes rushing away from the planet. These tactics, combined by constant harassment by lighter Colonial warships against the pickets and the broadcasts by “Free Colonies” stations, would grind Confederate morale down across the fleet, giving rise to a possible belief that they were on the wrong side of the battle.

    The feeling would come to a boil when a new Confederate War Marshal, dissatisfied by the slow progress of the war and by the failure of the blockade campaign to ensure surrenders, ordered a reevaluation of the upper chains of command aboard his warships and began preparations for planetary landings across the theater, suspecting that his forces had been providing civilian relief and therefore had been providing aid to the enemy. The “Free Colonies” broadcasts quickly picked up on this, framing it as a purge of the officer corps of any who may yet have a shred of decency, and smaller warship desertions quickly escalated to a number of vessels switching to the Colonial side. Meanwhile, initial invasions proved difficult at best as Colonial forces engaged in artillery strikes from within civilian populations centers, bombed Confederate staging grounds, and weaponized mining drones to act as munitions against landing ships. Outcry from the Confederate core worlds would grind the offensive to a halt at home as support rapidly withdrew, leaving the Colonials with a moderate fleet as well as thousands of POWs.

    Peace negotiations on Severa would begin in 8554 EE between the representatives of the Erro Confederate Planets and the Outer Colonial Alliance, though would quickly grind to a halt when Colonial fleet movements on the border triggered a Confederate fleet action in response, nearly leading to a battle. While the Colonial vessels claimed their movements were routine, patrol actions, the Confederate military was suspicious of the other forces. The efforts of the peace negotiations would fail, however, when a Confederate commando raid was discovered and intercepted while attempting to free a large number of POWs en route to planets closer to the border. The peace negotiations were halted and a squadron of Colonial warships would surprise a Confederate refit and repair post on the border, quickly destroying it and the attached fleet with nuclear munitions before moving on to perform a nuclear strike on military stations in the system. Similar actions occurred in multiple areas across the border, with the aggression of the Colonial forces catching the Confederacy off-guard. Peace negotiations began again as the Colonials, while occupying multiple systems and the majority of the Confederate defensive line, lacked the forces or staying power to perform blockade, were unwilling to perform planetary landings or nuclear strikes, and were completely aware of it.

    The resulting peace negotiations in 8570 EE on the Confederate world of Vigil would reunify the Erro Confederate Planets and Outer Colonies Alliance, with heavy payments on the former, guarantees for the provision of sustenance towards all citizens, as well as a number of freighters owned by the Erro Trade Consortium being transferred to planetary governor ownership to ensure their continued operation in support of the planets. In addition to this, the fleets would be restructured to operate on planetary defense force lines, with each world being allocated a certain number of warships, while a professional navy under oath to the Confederacy would be formed. As time passed, these planetary defense forces would be limited in their growth and maintenance, regulated to anti-piracy duties, while the navy would be kept largely in mothballs.

    A number of larger vessels, mainly constructed for the planetary invasion efforts of the Confederacy, were refitted into colony ships and sent farther into the galactic center to attempt to continue the expansion which had previously marked the Confederacy.

6720 IC - 6754 IC
8617 EE - 8651 EE
    In 8617 EE, the last years of the Galactic Imperium Consolidation finally reached the Erro Confederate Planets when, on the planet of Leumant in the fringe of Confederate space, would be found already occupied by a large force of alien origins. These aliens, the remnants of the Pretani Authority, had been pushed from their territories by the encroachment of another, far larger galactic power, one which the initial contact diplomats had trouble believing from the sheer scope which the Pretani attempted to convey. Nevertheless, negotiations soon broke down and the Pretani attacked the Confederate colony vessels. The Confederates would retaliate with a number of ramming maneuvers, their vessels having been built to withstand orbital defenses, leading to heavy losses on both sides before the Confederates withdrew to the nearest military outpost. The Pretani, for their part, did not follow the retreating colony ships, instead attempting to fortify their position.

    Similar instances would occur across the Confederate border, with a multitude of species being found retreating into the galactic periphery in order to avoid being destroyed by what they all described to be a galaxy-spanning empire of unparalleled proportions, and slowly the Confederate high command viewed their claims with credibility. Viewing the possibility of war with the unknown force to be high, the factories and shipyards left from the Outer Colonies Insurrection were restarted and the forces mobilized in preparation to face the threat, while multiple planets along the border were invited into the Confederacy, their populations questioned for more information about the precise strengths of the enemy. Leumant, however, refused communication requests and any probes sent into the system would be destroyed before contact could be established. Cruiser and battleship squadrons would slowly emerge from the Confederate manufactories while the armies and militias of the Erro were armed and trained, and for a period of nearly thirty years the Erro simply made preparations. Eventually, the systems which had come under their protection would be occupied by naval forces while a War Marshal, viewing Leumant as strategically important, dispatched a strike group into the system in order to secure that portion of the Confederate border.

    They did not find the Pretani in the system, instead seeing a number of warships of an unknown make, and communications were quickly established between the two fleets. The vessels claimed to hail from the Galactic Imperium and demanded the immediate and unconditional surrender of the Confederate forces, who refused and began to attempt to make communications with the Confederate high command in order to gain new orders. The Imperials, however, began to open fire with heavy energy weapons, destroying a Confederate heavy cruiser in their first volley while they received a MAC volley in return. While the Imperial fleet was outnumbered, both sides sustained immediate significant losses until Imperial reinforcements entered the system, turning the tide in their favor and causing a Confederate rout. The Battle of Leumant would alarm Confederate forces, giving them cause to begin a massive armament scheme to place high strength munitions on every vessel in the fleet.

    In the midst of that scheme, however, the Imperials surged their offensive across all fronts, putting pressure on several of the worlds which had come under Confederate protection before cracking them. The systems would fold under their attacks, the Confederate forces took unacceptable losses for whatever kills they gained. Imperial forces continued to be reinforced in all locations from the larger vessels to the smaller ones, immediate surges occuring. As the Confederates found themselves under assault, sacrificing ships and men for time, the rearmament plans slowly came into play. Large, nuclear missiles on every single vessel, big and small, would create the simple swarm tactics which took the Imperial fleets by surprise, swamping their forces by sheer volume of weaponry while constant MAC volleys became a reliable creator of wrecks. Meanwhile, some Confederate forces began to return to their time-honored Colonial roots, maneuvering behind Imperial front lines and using their newfound ordnance to destroy Imperial supply despots and military bases at will. The casualties and damage these few ships caused would invite a large number of enemy vessels to be diverted from the front lines to try and hunt down the few raiders, allowing Confederate forces to stem the tide however they might.

    The Imperial forces, however, would slowly gain less ships as the Galactic Imperium came into yet another succession crisis. Many vessels under control of the Major Houses were recalled in order to support the policies they held at home or to show the flag of the Major House should the succession crisis emerge into a full-on civil war, and Imperial forces were thrown into paralysis as their commanders attempted to comb through their own ranks and positions in order to limit the damage caused should a civil war emerge. Offensives were stalled in order to allow for one fleet or another to catch up on another front, as the commanders were suspicious to allow for one fleet to be at the mercy of another should they become stuck and require reinforcements. In the meanwhile, however, Confederate forces became more aggressive in their strikes, at times employing their vessels in a fireship style in order to maximize the number of kills in relation to their own losses. Despite these hamperings and developments, the war continued to go in favor of the Imperials as they still rapidly pushed into the Confederate forces and territories.

    It would be at this time that the Confederate War Marshal, Sicor Barachinus, would take control of the Confederacy in a bloodless coup, dispensing of them in favor of a dictatorship under the auspices that once the war was one, the government would be allowed to retake control. With a string of costly victories under his belt, the support of vast swathes of the population, and the threat of civil war, the threat of total defeat by the Imperium should there be civil war, should he not succeed, the Confederate plutocracy stepped down in his favor. The war briefly grew far more brutal under his control as planetary invasions would occur on several Imperial worlds behind the lines, the act being simply another way to buy time, and multiple projects would commence in an effort to end the war in the Erro’s favor. Captured examples of Sidreal Drive technology drove Erro engineers to attempt the creation of Sidreal weaponry, something which would be first tested in the defense of Alpha Ceti-0903. The result of that test would be the destruction of the entirety of the system, the testing platform, the engineers, the Imperial fleet, and the Erro fleet, ending the project entirely while halting the Imperial advance as they reassessed their enemy’s capabilities. The Leumant War would still go poorly for the Erro they molded into the Erro Consolidated Territories. Soon, however, the new Autarch realized that the war could not be won by military force as, even when cut down, the Imperium proved difficult to best on any front. He began attempts at negotiating peace.

    Peace talks would quickly begin and end, as the Erro entered into a major treaty with the Imperium as well as a series of treaties with her Major Houses, giving up mining rights on a number of worlds about her borders, paid heavy fines to account for the damages which had been done, opening up borders to allow for trade between the Imperium and Erro, and paying fealty to the Imperium as a client state. The action, planned as it was by Alexaendyr I’s successors, was developed to insure a gradual annexation of the Erro into the Imperium by influence and trade, while it would be heavily criticized by the Erro general public as a surrender.

6754 IC - 7141 IC
8651 EE - 9038 EE
    Bolstered by Imperial trade and manufacturing techniques, the Erro began to rebuild from their losses during the Leumant War. While the Erro maintained a notable fleet, they ramped-down military production and began to switch factories into the production of large numbers of civilian goods, selling any excess goods they had in the Imperium while officially federalizing ownership of the Erro Trade Consortium in order to utilize the company fully to rebuild their planets and infrastructure. The Erro would be hazarded several times during this era by Major House ploys to gain control over them by various means, the most benign of which being a series of attempts to create an alliance by marriage while others attempted to show Erro military buildups, and while the earliest of these achieved some success in weakening their position the Erro slowly became more adept at noticing the efforts of the Major Houses and fending them off.

    The position of the Autarch, the supreme leader of the Erro Consolidated Territories as was founded by Sicor Barachinus in the Leumant War, would cement itself as the overall ruler of the Erro in directing the civil, economic, and military efforts of the population, though this would prove to be too much for the incumbents. In response, a Senate would be founded with representatives of the member worlds in order to develop laws for the Territories, while the Autarch slowly created a bureaucracy to enact his commands as seen fit. It was by no means a secure position, however, as several Imperial Family ploys came and went when an Autarch was not viewed with favor by Nova Terra, and slowly the Erro were bound more and more to Imperial will by everything except name. They would slowly form ties with the Imperium, however, forming a policy of expanding here and there at a gradual pace, petitioning for colonization rights whenever a rock near their borders was available and out of easy reach by the more traditional powers.

    Insurrection in this period by Erro nationalists and independence movements would largely be staved-off by a greater degree of autonomy for the member worlds themselves, as well as a large number of civil projects enacted by the Autarchy, with seditionists removed by an increasingly active interior police agency. Imperial agencies operated within the Consolidated Territories often, though never with officialized approval, and many independence movements would be destroyed before their existence became known to the Erro authorities themselves.

7142 IC - 7812 IC
9038 EE - 9709 EE
    While information is generally sparse with only one to three sources reliably available for any thousand years of Erro history, information on the Shadow is perhaps among the least abundant. When the alien threat emerged from the Magellenic Clouds to assault humanity, the Autarch and the Erro mobilized just the same as the rest of the Imperium. When news came of Imperial defeats at the hands of the invader, however, the Erro began to escalate their efforts. Dozens of the outer worlds and colonies, whatever their worth, were strip-mined and destroyed for their raw resources while the foundaries and shipyards of the Erro prepared for a war they were ill-equipped to fight, churning out battleships, cruisers, and planetary defensive batteries as the few worlds which were chosen to survive were built-up and fortified. Conscription began across the Erro, with the first battles coming several decades after the opening of hostilities.

    In the end, after Erro forces would had defended at home and abroad with the regular Imperial Navy, after the planets had been bombarded or destroyed as Shadow attacks came and went, the death tolls and costs were staggering. Over a third of the total population would be dead while half the systems the Erro had once controlled had been taken and stripped by the Shadow for their own efforts. In the last year of the war, the Battle of Nova Terra came about, the Shadow defeated, and any singular account of the battle conflicted with a dozen others. The result of the defeat, however, would be the emergence of the Saint-Emperor Valorian. His actions, his ending of the Shadow War which had plagued the galaxy for nearly seven centuries, would give rise to his ascension in nearly every religion present in the Erro territories.

7813 IC - 12944 IC
9709 EE - 14841 EE
    With the ascension of Valorian and the end of the Shadow War, the Erro rebuilt their destroyed cities, mourned their dead, restored what was lost, and while the Imperium built Nova Terra into a colossus of a world, built the Imperial Navy and Tsaraj’kar into the image any being might have, perfected the personal shield, the Erro delved into the ancient technologies of vat-birthing humanity, delved into the less-guarded, cheaper methods of terraforming, and rebuilt the shipyards above Mursa. They began to replenish their populations with vat technology while the infrastructure to develop the new worlds would slowly, piece by piece, be set in place. Many of the terraforming processes would fail, developing into less hospitable worlds, though the Erro tendencies towards cybernetics would render many such developments moot points. The shipyards, meanwhile, would churn out a large merchant navy to connect fully and completely with the Imperium before then turning their attentions to finally restoring the planetary infrastructures.

    It would be during this Renaissance that the status of the Erro Consolidated Territories would be solidified with the Treaty of Mursa in 1022 EE, establishing the polity as a Semi-Autonomous State with full rights to the governance of their territory, to continue their practices and methods, to continue to operate a limited armed forces. The various vat technologies and systems, however, would be handed over to the Imperium in exchange for this, the Autarch seeing the effort as a solution to a temporary problem, though the population would never become aware of the fact. The Erro built up a large network of improved navigational buoys as well, aiding in the safe passage of commercial vessels.

    These policies would encourage a period of economic growth for the Erro, developing many of the remaining outer worlds, while also steadily increasing rates of corruption within the polity. It would take multiple decades before this corruption had visible effects with an outer world effectively held hostage. In response, the Autarch and Senate would engage in a wide, ranging effort to eliminate the issue at hand. It would take nearly fifteen years before the majority of criminals were in custody, though the resultant damage, both economically and for the mindsets of the institutions, would take nearly a century to repair. The Erro would even contract several hundred Meosian experts to rectify the issues they had been having, paying dividends for the end result of efficiently run, developed, and stable sectors, and though the move would be criticized in more ways than one the results spoke for themselves.

12945 IC - 19923 IC
14841 EE - 21820 EE
    The Terran Schism, a crisis brought about by a cult of humanocentric Terranist followers, would largely leave the Erro as they were before as most conflicts found themselves in areas populated by large numbers of alien races. It would however lead to a number of attacks in the Erro territories as populations recalled the hiring of Meosians in previous centuries, bombings occuring at the most publicly-known buildings which the Meosians had sponsored or pushed for. Though a large number of the population was perfectly satisfied with hunting down the Terrorists in-mass for their attacks on what was generally viewed as not Maosian but Erro, the Autarch took pains to hold the population at bay. Concerned by the witch-hunt damaging the trade which had helped the Erro for so many years, he would instead utilize smaller, more discrete groups of specialized agents to hunt the Terranists in Erro space down, though more rabid portions of the populace began to level accusations of Terranist sympathies on the Autarch. The conflict would end with raids on multiple Terranist compounds which were nearly immediately announced in order to remove the pressures on the Autarch, to demonstrate that he was willing to hunt the enemy down, though the effort would lead to others escaping Erro space freely as well as damage towards trade between the Erro and several Great and Minor Houses who began to retract their commercial interests in the polity.

    The development of the Imperial Senate in the Proclamation Imperial would be less welcome by the Erro, the leadership viewing this as a potential for other enemies of the people to take control of the divided attentions and chaos to their own advantages, as a weakening of the absolute source of power that is the Emperor which had been a constant advocate for the status quo in centuries past. The gradual loss of inspection on the Erro by the bureaucratic mismanagement which had infected the outer Imperial officials would lead to an increase in piracy, as many vessels would lack escorts through hazardous areas of space or officials were simply bribed to release route information. This led to the Erro beginning a large fleet effort to modernize and expand, to develop smaller vessels able to punch above their weight class, as well as a return of the mass proliferation of nuclear weaponry in the fleet. It would also likewise encourage the Autarchs to begin preparations for more independent negotiations, something which would otherwise have been unthinkable.

Last edited by Ormata on Sun Jan 23, 2022 11:29 pm, edited 8 times in total.

User avatar
Posts: 8553
Founded: Jan 16, 2010
Mother Knows Best State

Postby Segmentia » Wed Jan 05, 2022 8:22 am

Faction Leader
Name: Xevara Lancellum (Pronounced Lansel-um)
Nickname: (If applicable)
Age: 109
Birth Date: 25,600
Gender: Female
Planet of Origin: Meos
Physical Description or Image: Standing at a towering 9'6", Xevara is one of the primary examples of the potential size disparity that can be found in the Meos species.
Titles: Imperial Viceroy-Guvernadur, Palatine-Siridar, one of the Directors of Imperial Combine, former Imperial Amtsbeg
Religious Beliefs: Not particularly religious, venerates her ancestors as is Meosian tradition.
Personality: Surprisingly affable for one of her station, and hard working. While generally friendly, she is also quite calculating and can be quite manipulative
Species History: It is often said that the history of the Meosian species goes hand-in-hand with that of the Imperium, for the Meosians have been with the Imperium from its earliest days. While much of that history lacks precision thanks to sheer age and data-blights. What is known is often a point of pride for the species, that being that they have been with the Imperium since the earliest of stages, and that rather than being conquered they had willingly joined with the Imperium, eventually forgoing the offer of becoming a SAS and instead becoming Imperial citizens proper.

The Meosians made a reputation for themselves as being a mercantile and industrial species, with the leaders of the species able to squeeze every last bit of use out of something. The species became quite affluent and fairly influential in the industrial, economic, and trade sectors for the size of their population. The Meosians expanded quite humbly compared to the humans of the Imperium, both not needing the space to expand to as they had a much slower growing population in comparison to humans, and they would wait until worlds more suitable and desirable for their species came along, buying the colonization rights outright, or petitioning the Emperor or Empress at the time for the rights.

In this regard the Meosians have developed and advanced alongside the Imperium for the majority of its history. In modern times the Meosians exist in a fairly well-off fashion, with worlds they own the rights to being smoothly administered and quite stable. The fabulous wealth many equate with the Meosians is not evenly distributed, naturally, and the great families/clans that have always governed and controlled the species live in wonderful luxury, whereas the average Meosian is about as well off as the average Imperial human citizen.

It is another note of pride that out of all the xenos species within the Imperium, it is Meosians who have a history of members of their species rising to some of the high offices in the Imperium, often those regarding economics, trade, and industry. While still quite a spectacularly rare honor, it is a point of pride nonetheless.

Personal Biography: Xevara was born into the ancient, proud, and exceptionally wealthy Lancellum family of Meos, who also happened to be the undisputed ruling family of the Meosian species for the past millenia at the very least. Born into the lap of such luxury she was afforded the comforts that few in the galaxy, beyond the upper classes of the Imperium, could envision. Some of the greatest private tutors in the galaxy were hired to educate Xevara (A common enough practice among the Meosian higher classes), and she grew into a well educated and highly intelligent young woman. As she entered into adulthood she attended one of the premiere and most prestigious universities on Nova Terra, earning high grades and also rubbing shoulders and making contacts with other scions of the Imperium.

After graduation she was offered a position in the Galactic Baking Corporation, where she quickly proved her schooling to be well founded, showing that she had a natural skill for finance and management, and she was quickly promoted from planetary, to system, all the way to sector management, working on the extensive staffs of the various regional and sector supervisors.

Two decades of serving with the GBC, and Xevara was offered a unique position. A middling level world, in terms of industry and prosperity, had been seeing sharp declines in both, and investigation from the GBC had found that the world was being very poorly governed. As the GBC reported the issue to the proper authorities, they had also recommended her for the role of Imperial Amtsbeg to turn the planet around. She accepted the honor, naturally, and was swiftly affirmed by the Senate, with her appointment being voted on bundled with the appointment of dozens of other Amtsbegs’.

Arriving on the world, Xevara set to work at once, excising the rot of incompetence with precision. Of course turing around an entire planets fortunes wasn’t something that was exactly quick and easy to do after years of mismanagement, and for a decade and a half Xevara meticulously and tirelessly worked towards that goal, which eventually lead to an economic and industrial boom for the world, sending it well beyond even its former economic glory.

Her work there and with the GBC, as well as her contacts made from university, eventually found her with the attention of the hiring agents of the Imperial Combine, who offered her a position as a sector supervisor. Acceptance was only natural for someone as ambitious as Xevara, and she began her career with the Imperial Combine after resigning her position as Amtsbeg.

Xevara’s career within the Imperial Combine would be long and successful, stretching slightly over fifty years, and would see her serving on the board of Directors for eleven years, where she was introduced and had some degree of contact with Valeria, of the Imperial House, who acted as the Emperor's representative as General Secretary of Imperial Combine.

As Oversector Elysium was being formed and candidates for its Viceroy were put forward, Xeveras’ own name was entered, and thanks to her connections, career, and other accomplishments she was eventually voted into the position by the Senate, and confirmed by the Emperor. Xevara has served as Viceroy for roughly a year, most of that year spent pouring over the extensive data from the six Sectors that made up the Oversector, and choosing the high level staff for her administration. She still serves as a Director of Imperial Combine, and was recently appointed with the additional title of Guvernadur for the Oversector, allowing her broad powers to form a military from the oversector as needed.

Faction Info
Name of Territory: Example- The Imperial Oversector of Elysium
Galactic Imperium Constituent type?: Oversector
Government: (Star Feudalism, Republic, Democracy, Imperial Governorate, etc)
Capital World: Currently Xaepra
Population: 31,038,800,000,000 (trillion)
Economic Policy: Varied, the Oversector administration is yet to try and implement a universal policy.
Monetary Policy: Same as above
Currencies in Circulation: Imperial Sols and Imperial credits, any other currencies in circulation are miniscule and only locally traded on worlds or solitary systems
Industrial Capacity: 84,876,000 (million)
GDP: 718,373,500,000,000 (trillion) Sols
Culture: (Any unique cultural traits?)
Food Balance: Units of food needed/produced 31,038,800, for 319,700 ICU, and 310,388 units of Fertile soil
Water Balance: Clean water units needed for population/produced 620,776, for 620,776 ICU
Resources Balance Breakdown:
7,008 Light industrial districts: Cost/Maintenance: 788,400 ICU/157,680 ICU
3,208 Medium industrial districts: Cost/Maintenance: 721,800 ICU/120,300 ICU
5 Heavy industrial districts: Cost/Maintenance: 1,428,150 ICU/213,000 ICU

2,000,000 Basic Materials, 1,500,000 ICU
50 Units of Exotic Materials, 21,956,250 ICU

Social Structure & Status of Species: As an Imperial Oversector, all planets follow the Imperial legal system, and while universal application of the law is impossible to achieve over such a large expanse of territory, the primary laws are considered adequately enforced. There are a few minor xenos species within the Oversector, and while generally accepted at large, there is a small but violent Terranists element within the oversector. Though they generally stick to themselves, the appointment of a xenos Viceroy has riled them up, according to intelligence reports.

Territorial Size: 7,008 planets
1,505 Beta-class worlds
1,000 Epsilon-class worlds
503 Cheti-class worlds
2,200 Gamma-class worlds
1,600 Delta-class worlds
200 Omega-class worlds

Military and Security Forces: The sectors that make up Oversector Elysium have essentially no military forces and the only security forces are law-enforcement.

Faction History: A decade ago the bureaucrats of the Imperium stumbled upon quite a conundrum in their vast expanses of record keeping. Several sectors within the Imperial core territories were found to be lacking, garrisons and fleets had long since vanished simply because of Imperial oversight and a lack of need for them, secured as they were within the heart of the Imperium. Upon closer inspection more inefficiencies across hundreds of systems and worlds were being discovered. As the scale of the issues became apparent and seeing the need for a wide-focused approach, the bureaucrats suggested to the Emperor that an oversector be formed and a viceroy nominated.
Last edited by Segmentia on Fri Jan 28, 2022 8:02 pm, edited 3 times in total.
Proud super-heavy tank enthusiast of the Imperium of Man

"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

User avatar
Posts: 2458
Founded: Oct 25, 2017
Psychotic Dictatorship

Postby Strala » Wed Jan 05, 2022 8:30 am

Tag. What does the map look like?
Last edited by Strala on Wed Jan 05, 2022 8:54 am, edited 1 time in total.

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Jan 05, 2022 9:37 am

Strala wrote:Tag. What does the map look like?

There isn’t one yet. There won’t ever be a galactic map like in other rps due to just massive scale inaccuracies those have. Players would be too small and possibly not contiguous enough for such a map to ever be useful. Instead there’ll be a series of region specific maps.
Last edited by Imperialisium on Wed Jan 05, 2022 9:38 am, edited 1 time in total.
Resident Fox lover

User avatar
Sao Nova Europa
Posts: 2253
Founded: Apr 20, 2019
New York Times Democracy

Postby Sao Nova Europa » Wed Jan 05, 2022 11:14 am

Reserving an Imperial Viceroy :)

"I’ve just bitten a snake. Never mind me, I’ve got business to look after."
- Guo Jing ‘The Brave Archer’.

“In war, to keep the upper hand, you have to think two or three moves ahead of the enemy.”
- Char Aznable

"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat."
- Sun Tzu

User avatar
Posts: 7037
Founded: Jan 23, 2017
Father Knows Best State

Postby Revlona » Wed Jan 05, 2022 11:23 am

What are the major species outside of humans?
Lover of doggos

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Jan 05, 2022 12:01 pm

Revlona wrote:What are the major species outside of humans?

More than I could readily provide information for without the OP coming out in 2436
Resident Fox lover

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Jan 05, 2022 4:50 pm

most of the Imperial House app is complete.
Resident Fox lover

User avatar
Posts: 7037
Founded: Jan 23, 2017
Father Knows Best State

Postby Revlona » Wed Jan 05, 2022 7:20 pm

Faction Leader
Name: Alora Fiora Vas Calmora
Age: 83
Birth Date: 25,626
Gender: Female
Planet of Origin: Calmora
Race/Species: Human, Calmoran
Physical Description or Image: ... height=551
Titles: High Queen of Calmora, Lady of the Jewel Worlds, High Admiral of Calmora
Religious Beliefs: Not Publicly Religous
Personality: At her core Alora is an intelligent and ambitious woman with a fierce drive to better her family and territories. She has a heavy hand when dealing with all those she deems an enemy, both foreign and domestic. She is willing to do anything, and has already done much others might shy from, to see her ambitions realized.
Family History:
House Calmora has ruled the Stellar Kingdom of the Jewel Worlds for nearly 12,000 years. Though the territories of the Jewel Worlds has changed throughout that long period, even being reduced to almost none, the House Calmora has always ruled from the Gaia World of Calmora. They are an old and proud house as they can accurately claim to having faced the Shadow with the old Imperium and to have been in existence during the Saint-Emperors reign. The greatest height of the house can be traced back nearly 4,000 years during the reign of King Kividius III Vit Calmora, his Kingdom spanned nearly 6500 systems and dominated politics in their region of the galaxy. Alas it was not to last, with Kividius' death their enemies pounced upon them and tore at them from the inside. House Calmora and the Jewel Worlds fell upon hard times then, their domains shrinking to barely a hundred worlds and the very Jewel world coming under threat. They preserved however and rose up again, gaining strength slowly and cautiously. Now they stand again as a regional power, lead by the High Queen Alora Fiora Vas Calmora after her grandfathers sudden death 40 years past. Many new territories have been added to the Jewel Kingdoms domains through the High Queens direct action, the old Rival house of the Hyrions being the latest target as a declared war upon them and their territories still rages.

Personal Biography:
Alora Fiora Vas Calmora was born the second child to the second child of High King Almerius Fiuvis Vas Calmora, marking her as fourth in line to Inherit the crown at birth. In truth however she was nearer to third in line as her elder brother was born severely lacking in mental capacity, he was soon removed from the line of succession. Aloras education began as soon as she could understand what she was being told. Her rights and privileges as a member of the Peerage, Socio-Economics, Military History and Strategy, Political Maneuvering, she was taught it all in expectation that she would support the current and next lord from behind the scenes.

Alora joined the Calmoran University of War, among the most prestigious military academies in the region, at the age of 18. Eight years later at the age of 26 she graduated second in her class, showing swift and well based knowledge for the military aspects of the house's needs. She was quickly commissioned into the Kingdoms navy. Her rise was meteoric and unsupported by the house. She used a fake identity known as Elizabeth Turia. This was customary practice for House Calmora and Minor Houses tied to House Calmora when entering their kingdom's military. To ensure Rank was only achieved through Merit, nobles were forced to earn their ranks up to a certain point.

During her time at the academy however, she fell into a group of young military cadets who had certain ideals garnered towards how the galaxy should be run. Many of their beliefs ranged from radical beliefs of anarchy all to what authoritarian rule through the people. That however was the core of their shared beliefs, Democracy. It was a beautiful ideal, one even supposedly shared by their ancestors long before the Imperium. Not knowing her true identity these cadets welcomed Alora into their own group and helped to shape her own impressionable ideals. In the many years since that time her ambitions have been tempered by experience and age but have at the core remained the same, a longing for this hard to reach idea shared throughout the entirety of the galaxy. Perhaps guided by a noble hand so as to not fall into anarchy, but democracy and republicanism at its core.

Her true identity as the second in line, an elder cousin having succumbed to a starship accident three years before, was finally revealed by the Crown and Herself when she reached the rank of Admiral at the age of 45. It was then that tragedy struck for the Jewel Kingdom. During the celebration which would have seen the then High King abdicate in favor of his eldest son an explosion ripped them apart. Both the Crown Prince and High King, along with another dozen minor officials and family members, were killed in the explosion. Alora, who had left the celebration early due to a problem within her command, immediately ordered an investigation before being secured by the Royal Guard as the presumed heir.

Her coronation ceremony was among the most extravagant of those celebrations that the House had hosted in generations. Billions viewed her coronation on K-Spheres and millions more were in attendance. Security was extremely tight throughout the jewel worlds with hundreds of thousands of arrests being reported. The Military made sure to honor her, elevating her to the Rank of High Admiral so that no active duty member might outrank her by status of seniority before she was honorably discharged, allowing her to take the crown.

It has been nearly forty years since then and Calmora has changed under Aloras care. The Navy, Marine Corps, and Army have all seen major expansions. New ship classes have been introduced, officer training has been made a higher priority, and even further centralisation efforts have been enacted. Anger towards Alora for these last efforts have been mute as she has proven to be brutal in exacting justice upon those she deems as enemies. The Planet and people of Avian III being subjected to her ire when it was found that the Minor House ruling the planet has played a part in her Grandfathers assasination.

The Avian III Excursion, as it is known in the Calmoran Military, was a short and brutal affair which left millions dead upon that planet and the entire Avian family executed after they dared to raise their banners in rebellion when called to justice by the High Queen/

Faction Info
Name of Territory: High Kingdom of the Jewel Worlds
Galactic Imperium Constituent type?: Major House
Government: Star Feudalism
Capital World: Calmora
Population: 440.4 Billion
Economic Policy: The Kingdom of the Jewel Worlds tends to lean towards capitalist tendencies within its territories but is not afraid or shy about stepping in when deemed necessary.
Monetary Policy: The Kingdom officially supports two forms of currency, the Sol being the Imperiums official currency and the Calmoran Dollar which is worth roughly 1/4th of a Sol.
Currencies in Circulation: Sol, Calmoran Dollar (.25 of Sol), Various currencies on vassal territories which are only valid there
Industrial Capacity: 563,000
GDP: 5.35
Fertile Soil: 62,500
Food Balance: 5,000 ICU, 45,000 UOF Surplus
Water Balance: 9,000 ICU, 19,200 UCW Surplus
Resources Balance Breakdown:
Culture: The people of Calmora are known for their eccentric eye colorations, violet, neons, and other otherwise odd colorations are common sights in the Kingdom. At the same time, darker hair colors are also among the most common with an estimated 95% of the population sporting brown or black hair.
Social Structure & Status of Species: The vast majority of Calmoran citizens and subjects are human, even so no government back discriminatory policies are in place. The Jewel Worlds also practice a very strict policy of meritocracy with corruption, both government and non, actively rooted out.
Territorial Size:
The Jewel Worlds
Calmora - Alpha Class - Infrastructure Tier VII
Population 98 Billion, GDP 1,500,000,000,000 ,Base Tax 312,500,000,000, ICU 75,000
Juven - Cheti Class - Infrastructure Tier VI
Population 23 Billion, GDP 450,000,000,000 ,Base Tax 56,250,000,000, ICU 125,000
Vienn - Beta Class - Infrastructure Tier VI
Population 20 Billion, GDP 625,000,000,000 ,Base Tax 82,500,000,000, ICU 25,000
Hondur IV - Beta Class - Infrastructure Tier VI
Population 22 Billion, GDP 625,000,000,000 ,Base Tax 82,500,000,000, ICU 25,000
Siera - Gamma Class - Infrastructure Tier V
Population 19 Billion, GDP 67,500,000,000 ,Base Tax 562,500,000, ICU 5,000
Shahamos - Cheti Class - Infrastructure Tier V
Population 13.4 Billion, GDP 67,500,000,000 ,Base Tax 862,500,000, ICU 25,000
Venatopia - Beta Class - Infrastructure Tier IV
Population 1.9 Billion, GDP 18,750,000,000 ,Base Tax 55,000,000, ICU 1,000
Myra III - Beta Class - Infrastructure Tier III
Population 940 Million, GDP 437,500,000 ,Base Tax 11,000,000, ICU 500

Vassal Territories
56 inhabited worlds of differing classifications and 33 systems hosting no planets make up 7 fiefs.

Military and Security Forces:
The Jewel Navy
The Jewel Navy is the stellar arm of the Jewel Kingdoms Military. It operates in three active fleets, two meant to be used for offensive strikes against enemies with the third meant purely for home defense.
Diamond -4 Battleships -5 Battlecruisers -7 Cruisers of the Line -15 Light Cruisers -30 Destroyers -15 Frigates -45 Corvettes
Ruby -3 Battleship -3 Battlecruisers -6 COLs -13 CLs -22 Destroyers -13 Frigates -36 Corvettes
Sapphire (Home Defense) -4 Battleships -12 COL -7 Light Cruisers -22 Destroyers -40 Corvettes -150 Gunships

In the works

Calmoran Guard

The Calmoran guard is the all encompassing planetary warfare arm of the Jewel Kingdoms military. Mainline combined warfare army divisions, marines stationed aboard vessels, special forces operatives, and many more types of units are under the Calmoran guard. Millions of personnel currently make up the guard and millions more stand in the reserves. The main operating unit of the Guard is the division which operates at about 20,000 personnel.
Faction History: See Family History
Last edited by Revlona on Fri Jan 28, 2022 8:20 pm, edited 11 times in total.
Lover of doggos

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Jan 05, 2022 11:23 pm

Nice starts
Resident Fox lover

User avatar
The Empire of Tau
Posts: 2771
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Thu Jan 06, 2022 12:56 am

Are corporations allowed the authority to rule over planets and systems?

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Thu Jan 06, 2022 1:14 am

The Empire of Tau wrote:Are corporations allowed the authority to rule over planets and systems?

Resident Fox lover

User avatar
The Empire of Tau
Posts: 2771
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Thu Jan 06, 2022 2:17 am

What would be viable for a lower-end middling actor? Someone who's more regional than galactic? Something lower than Imperial Gespan but bigger than Imperial Amtsbeg. Would Galactic Peerage fill that role or something else? Is there an equivalent to the Galactic Peerage for an Imperial bureaucrat?
Last edited by The Empire of Tau on Thu Jan 06, 2022 2:17 am, edited 2 times in total.

User avatar
Posts: 12546
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Thu Jan 06, 2022 10:36 am

The Empire of Tau wrote:What would be viable for a lower-end middling actor? Someone who's more regional than galactic? Something lower than Imperial Gespan but bigger than Imperial Amtsbeg. Would Galactic Peerage fill that role or something else? Is there an equivalent to the Galactic Peerage for an Imperial bureaucrat?

A minor house in vassalage to someone else. Or an SAS.
Resident Fox lover

User avatar
The Empire of Tau
Posts: 2771
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Thu Jan 06, 2022 11:55 am

For the Semi-Autonomous States, I assume they can organize themselves as they wish? Since it does say that most if not all their cultural things are kept as is.



Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: New Luciannova, Northern Socialist Council Republics


Remove ads