Background
The "Edge of
Night" sector includes over 400 star systems and marks the furthest
spinward expansion of humanity from Terra-Ur. The name refers to
"The Night"; a vast of rift of dust and gas, devoid of star systems,
and much too wide to cross with existing jump technology. No one really knows what lies
beyond "The Night"; likewise, many of the sectors' inhabited
systems are largely unknown to those in more civilized space.
The Symera subsector sits near the centre of the sector. Its 32 systems
exhibit a technological and population pattern typical of those regions of
space devastated by the Nanite Epidemic. The high tech planets are depopulated and struggle to maintain existing technology levels, while lower technology
worlds have higher populations, as they were either unaffected by the epidemic
and/or absorbed a great number of refugees fleeing it's devastation. Even 200
years later, this pattern is evident. Although, as always, some individual systems
are the exceptions that prove the rule.
Politically, the
subsector is roughly divided between a mix of independent systems and
the allied worlds of the Triple Concordance (which lies completely within the
subsector). In addition, polities from
outside the subsector intrude to trailing
(Hegemony of Aeo) and coreward (Iagonn Suzeranity), while to spinward in the Xiaochen subsector are the worlds
of the Technocratic Union.
Politics
Hegemony of Aeo
"The Hemegeny has
no need for fanaticism; cold practicality and logic will guide us to our
destiny."
Special Inquisitor Sivara Tizen
In the aftermath of the Fourth Interstellar war, several new and
radical polities arose among the shattered remnants of the old republics. Spinward of the old core of civilized space, the
theocratic and militaristic Hegemony of
Aeo became the dominant state. In the century since the rule of "The
One" began, the Hegemony has gradually but relentlessly expanded outward,
swallowing independent systems and pocket empires alike. The Hegmony first
appeared in the Symera subsector 30 years ago, absorbing several independent
planets on the trailing border of the subsector. Though not actively expansionist
in the subsector at the moment, it continues to push its influence and policies
when prudent.
The Triple Concordance
"From many comes
one; though the one must never forget who comes first."
Chief Executive Administrator Galvin of Antigone
Faced with the threat of the Hegemony of Aeo to the trailing and pressures from the
Technocratic Union systems to the spinward, several of the previously independent
worlds at the core of the Symera subsector grudgingly accepted cooperation over
capitulation. The three most advanced systems (Rastafar [1827], Tortuga [2126] and Antigone
[2226]) initially joined in an alliance, and then dragged in the adjacent lower tech and less powerful systems to
provide resources and buffer zones against the threats surrounding them. The three founding worlds rule as the
Tri-Council, while the other ten systems sit on a General Council which can provide
advice and feedback, but has little say in decision making. The Concordance has
held up well when there is a clear and immediate threat, but in less hazardous
times, relations are shaky and worlds act more in their independent self interest.
Technocratic Union
"Those who rule their
technology need not fear it, but may rule by it."
Councillor Gaius Ralu
A very loosely confederated group of high technology worlds, the
Technocratic Union uses its technological advantages to gain influence over
less advanced systems. It is surrounded by a loose network of client systems
which gain advantages in high technology and trade from the Union. In the
Symera subsector, both Vordenhaven [1724] and Symera [1825] have close ties
with the Union.
Iagonn Suzerainty
When the Sky-Dukes of Heilithium [2720] defeated the last attempt by the Empire of Trebazar to re-establish Imperial rule over their system, the once fractious nobles unexpectedly found themselves in possession of a captured Imperial naval squadron. Sensing an opportunity to extend their wealth and power, the Sky-Dukes used the starships to embark over the next dozen years on an expansionist drive to spinward. Limited resources meant a limited conquest, but the Suzerainty now holds sway over a half dozen system. And at least some of the Sky-Dukes field ambitions of further expansion to absorb the independent worlds to rimward in the Symera subsector.
Iagonn Suzerainty
"Raise the sword and charge the lasers! Forward for glory!"
Sky-Duke Alpher von Holzendredch
When the Sky-Dukes of Heilithium [2720] defeated the last attempt by the Empire of Trebazar to re-establish Imperial rule over their system, the once fractious nobles unexpectedly found themselves in possession of a captured Imperial naval squadron. Sensing an opportunity to extend their wealth and power, the Sky-Dukes used the starships to embark over the next dozen years on an expansionist drive to spinward. Limited resources meant a limited conquest, but the Suzerainty now holds sway over a half dozen system. And at least some of the Sky-Dukes field ambitions of further expansion to absorb the independent worlds to rimward in the Symera subsector.
Organizations
Navy
The Concordance Navy consists of ships and officers provided by the Tri-Council worlds. The enlisted men are
drawn from the ships' home world, or from one of the worlds of the General Council.
The quality of both ships and men vary widely, ranging from modern starships
from services of proud tradition, to little more than reformed pirates
and privateers.
The navy of the Hegemony of Aeo are the scions of orthodoxy and
expansionism. The high command has great influence with "The One",
and as such officers in the navy are held in high regard in society.
The Iagonn Suzerainty navy consists of starships still manned to a large extent by their original officers and crew, supplemented by new recruits from the Suzerainty worlds. Each ship is under the command of a Sky-Duke, but the day to day operations are in the hands of ex-Trebazar Imperial Navy men. The mix of professional military and plundering space-viking is interesting to say the least.
The independent systems of Jagir (1729) and Vordenhaven (1724) have
small navies, but neither has progressed much beyond the level
of a glorified system defense force towards a truly jump capable interstellar
navy.
Marines
Marines of the Concordance Navy serve as shipboard security, defending
against both munity and boarding actions. On capital ships, they also provide
at least some of the Gunners for turret mounted weapons. Very rarely, they
provide advance landing forces to deal with minor insurrections or to gain a
toehold ahead of the army. The Marines recruit officers and men from all
systems in the Concordance. They are the most cosmopolitan of the Concordance
forces, and tend to be strong supporters of the alliance over individual worlds. As such, they
are not trusted in higher circles.
The Hegemonic Assault Corps, while not quite as prestigious as
the navy, is probably held in higher regard by the average person. It plays
little or no role aboard ship, but is instead dedicated to ground assault. To
be a member of the Corps is to drop unto a hostile planet with no protection
but your assault pod, personal weapon, and [hopefully] a massive suppressive barrage
from the fleet in orbit.
Army
With the exception of some low population, airless hellholes, nearly every system
in the subsector boasts an army of some sort. They range from the spear armed
levies of Outer Hastur; to the generally well equip and modern forces of the Triple Concordance
and the Hegemony; and all points in between. Roles also range from intra-planetary
conflicts, to planetary defense against out of system forces, to providing expeditionary
forces to other systems in time of war.
Individual systems of the Triple Concordance maintain their own armies
for local defense and other local uses. Each system also contributes a number of
units, higher formations, and commanders to a standing Concordance Army for expeditionary
and other tasks of common interest. As a general rule, this common army is held
in high regard by the citizens of the Concordance worlds.
The armies of the Hegemony are much more focused on local defense, as
well as providing occupation forces after the Assault Corps has captured a
new planet. It's ranks are heavily filled by conscripts, and army service is
typically not highly regarded.
The Iagonn Suzerainty has no single army, but each Sky-Duke has his or her own personal warband which both defend the home planet of Heilithium and provide the ship board and ground based military muscle when the fleet goes raiding and conquering.
The Iagonn Suzerainty has no single army, but each Sky-Duke has his or her own personal warband which both defend the home planet of Heilithium and provide the ship board and ground based military muscle when the fleet goes raiding and conquering.
Scouts
The "Honorable Company of Explorers and Cartographers", colloquially
known as the Scouts, have a history that dates back almost to Terra-Ur.
Or at least that's how they tell the tale. In any case, they are a vaguely paramilitary
organization that have bases scattered through much of civilized space and
operate outside the bounds of local political control. The Scouts are dedicated
to collecting, maintaining and disseminating up-to-date information and star
maps for the use of merchants, militaries and travellers alike. Scouts have a well
deserved reputation for being tough, self-reliant and short-lived.
One place where the Scouts are not welcome is in the Hegemony. There,
a organization known as the "Special Inquisitors" plays a similar
role. They are also known to perform services as spies and special agents for
the Hegemony. That said, the two organizations do maintain somewhat loose and
informal ties, trading information when it suits them.
Merchants
Trade, like religion and war, is a basic human instinct and expansion
among the stars hasn't changed that fact. Merchants range from local market
hucksters selling their wares, to free traders trying to make a living on the
margins of established trade routes, to powerful mega-corporations with interests
across sectors and influence over governments (or sometimes forming
the government themselves). There is little to differentiate merchants from one
polity to the other; all are focused too much on making a profit to worry about
politics; unless of course it can be influenced to their benefit.
Travellers Aid Society
Even more than the scouts, the true origins of the Travellers Aid
Society are lost in the depths of history. It's rumored to have once been a secret society
of powerful individuals, who conspired to control galactic affairs by
masterminding events in order to gain political power and influence. Whether they had any success is anyone's guess.
At this point in time the organization has evolved into a fraternal society
dedicated to providing its members with assistance, connections and accommodations when travelling the far
reaches or civilized space. It is still a very exclusive organization, its membership
heavy with military officers, politicians and rich merchants.
Aliens
In the years preceding the diaspora from Terra-Ur, popular pre-holo vids and books envisioned a galaxy teaming with intelligent, humanoid life. Once mankind reached the stars, the reality was that sophants (tool and technology using lifeforms) were very rare. And humanoids were nearly non-existent. From the gas-giant dwelling Guri-Gura-Gi, though the multi-ton somnolescent Dagokari, and onto the sentient crystals of the Mata-Madir system, intelligent alien life proved to be ... well, alien. Regular plant and animal life generally followed Terran norms, but intelligence had gone off on another tangent. Most alien societies are also incompatible with humanity's ethos, so there is little contact. As always, there are exceptions, and there are a few alien races that do interact and mingle with humanity, but such examples are rarely encountered in the Symera sub-sector. There are also persistent tales of a teaming empire of genocidal bug-eyed aliens beyond the Edge of Night rift, but most believe they are just bogyman stories to tell misbehaving children.
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