• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Alright, so there we go. *exhales*

Next up - 13 Dossiers, or maybe 7 and then chapter 8 then 6 more. We'll see. And there's still at least three more factions running around, and I haven't even met the Mauraders running around (I hope to be able to make nice little dossiers for them as well, though they will have to be from scratch, rather than partially pre-written).

It was pure luck that the fiercely Anti-Pirate Promise Coalition ended up right next to the United Bandar Fleets. And that they went to war. Very serendipitous for my narrative.

If there's anything about this setting, even stuff outside Vanerra, that as readers you'd like to see explored in a narrative interlude of some sort, please, feel free to ask. I drew a blank on narrative scenes for this chapter - I wanted to include a third, like I often do, but honestly, I kept coming up with nothing. This was a very boring decade.
 
Lots of dossiers indeed. I am most interested by the Purposeful Unity.

I may be wrong, but it looks like one of the screenshots has duplicated - Systech Solutions Incorporated.
 
a lot of work has gone into this, splendid
Thanks!

Lots of dossiers indeed. I am most interested by the Purposeful Unity.

I may be wrong, but it looks like one of the screenshots has duplicated - Systech Solutions Incorporated.
No, you're right. It's been fixed though.

One of the principles I used as a guidepost when designing the factions was to really play with and push at the boundaries of what could be fit inside the core civics of the game - playing with what the Hivemind concept could in fact do, and what lore is normally implied by it was the logic behind the Purposeful Unity. I wanted a Devouring Swarm and a more normal hivemind*, but while I had the New Ravening down easily, it took a while to explain how there'd be a totally different kind of Hivemind among the Children of Earth.

*In test games, however, the Purposeful Unity often decided to go around, conquering/annexing shit and eating people anyway. Limits of the game engine :( seems to not be happening here much yet.
 
<--- Long-time lurker drawn into the light by the prospect of Bonus Points (its DS9's 'The House of Quark', wherein the Klingon High Council is subjected to a detailed economics lecture by a Ferengi!)

Also, I laughed when the Despoiling Horde declared war on the Stalinists. Space Mongols invading Space Russia- what next? :)
 
<--- Long-time lurker drawn into the light by the prospect of Bonus Points (its DS9's 'The House of Quark', wherein the Klingon High Council is subjected to a detailed economics lecture by a Ferengi!)

Also, I laughed when the Despoiling Horde declared war on the Stalinists. Space Mongols invading Space Russia- what next? :)
Actually no. Right Trek, but the wrong scene. I'll give a hint - it involves Bashir.

What next is probably Space Russia being forced to hand over lots of money and minerals to the Space Mongols, because they were losing quite badly when I last checked the war
 
IIS Dossier: Black Rose Remnant
IMPERIAL INTELLIGENCE SERVICE BRIEFING DOSSIER
CHILDREN OF EARTH DEPARTMENT
DOSSIER: BLACK ROSE REMNANT


Special Classification Level - Onyx-5

Not for the eyes of the Assembly at large. Unauthorized sharing or even mention of this dossier or the information contained therein is an offense punishable by permanent expulsion from the Assembly for yourself and your family, as well as a prison sentence of no less than Twenty Imperial Years.

Black-Rose-Details.png


The official position of the Imperial Throne is that the so-called "Black Rose Remnant" is merely a con job passed onto known space at large, a divergence of the Children of Man claiming, for their own purposes, false pretenses to Imperial Lineage.

Unfortunately, the IIS has come to the conclusion that this is not correct.

Origins of the Remnant

While the history of Black Rose is well known, in the interests of completeness and context, a few brief details about the system and its origins are relevant.

Black Rose was first settled approximately 375 years before the outbreak of the Great Colonial Unification War, by a mixed group of human settlers drawn from both the United Nations of Earth and the Commonwealth of Man. The ethnic heritage of both groups was quite mixed, but Standard English was the language spoken at the time - Standard English as spoken on Black Rose, did, over the course of the First Empire, become Imperial Common, the grammar simplifying immensely and various words being loaned to it from other Old Earth Languages or new languages that emerged among the Children of Earth.

Black Rose was not intended to be a Kingdom, but the unexpectedly harsh conditions on the planet necessitated a very centralized and unity government, at least for certain matters, and the expats from the CoM objected to what they had deemed the corrupt militocracy of their former homeland. A monarchy (with an elected legislature, albeit with long terms) - with the first monarch to be elected in a colony-wide vote. Surprisingly, they managed to elect the Hyper-competent Joseph Diego as their first King, and the Diego family produced nothing but competent and capable heirs, though few quite as capable as Joseph I.

On the eve of the Great Colonial Unification War, the crown of Black Rose and the Crowns of Valis and Postdam fell onto the heads of one woman, Victoriana Belis Delphinium Iris Franchesca Elizabeth Diego-Zhu-MacClegan. To history, she is more commonly called Empress Victoriana Elizabeth I, or, as most of us know, Victoriana The Great.

Under her leadership, the new "Empire of Three Crowns", despite being nominally allied to the Commonwealth of Man (due to the vagaries of Interstellar politics at the time) managed to thread the needle of the Great Colonial Unification War quite well, and after the nuclear destruction of both Earth and the CoM's homeworld during the de facto last year of that war, used their still intact fleet and economy - as well as a surprisingly extensive intelligence network - to annex, incorporate or federate with every other human power in the galaxy into the "Empire of Man".

Crowning herself first Empress of that Empire, Victoriana then renamed her house to 'The House of Victoria', thus ushering in the Victoria Dynasty that ruled the First Empire for over a thousand years, until passing onto a cadet branch of the family.

Black Rose was the capital of the First Empire all the way until the end, and in the dying days of the Empire, when the united rebels came with their great fleet and their Colossus weapon, the Home Fleet of the Empire fought a desperate, and quite nearly successful, battle to save the Throneworld and its people. Unfortunately, they failed.

But the rush to bring the fight to the skies of Black Rose had left a number of outlying space stations, stellar habitats intact - and left the outer edges of the system crowded with merchant ships, out-system fleet pickets and a handful of desperately thrown together colony ships that were missing a number of critical supplies. This great, ramshackle fleet could not stop the rebels even as they fought over the Colossus weapon, and so, in a desperate gamble to save the surviving people of Black Rose, such as they were, and the legacy of an Empire betrayed, this fleet of refugees made a blind jump out of the system...

And into the void of Empty Space.

The Convoy of Darkness

The Deadrosiers refer to the time in which they were lost in the stars, between the Fall of Black Rose and their arrival on Deadrose, the Convoy of Darkness. With no idea where they were, with no access to the hyperlanes and with thus no idea where they could use their jump drives to jump to, they were left to drift in the darkness, for centuries, until they were able to reach a system that had hyperlanes.

They did reach systems in between - but none with habitable worlds, none that had hyperlanes. They held on by recycling everything, processing their dead into food, fertilizing hydroponics bays with their own waste, and always, always, on the edge. They cannibalized their jump drives to power and repair other systems, some ships had their crews practically live in their vacuum suits as life support became faulty, and asteroids and ice planets were the only source of new water.

Radiation shielding failures, a life in near total darkness as power was conserved by eliminating most interior lighting, malnutrition, cannibalism and various badly designed and implemented attempts to alter their genome with unsuitable lab facilities and materials changed the people of Black Rose, eventually twisting them into forms that barely resemble their human origins. Suicide was insanely common, both as despair claimed more and more, and as a means to stretch limited supplies.

By all logic, there is no way that the Convoy should have been able to survive, drifting through space as they were, cannibalizing critical resources from themselves, strip-mining asteroid belts to repair and fuel themselves. Despair nearly claimed them all, more than once, but the knowledge that they were all that was left of the First Empire - the true First Empire held them together.

That, and a thirst for blood. For revenge. Despair is one of the most destructive and powerful of emotions the Children of Earth feel, but a thirst, a hunger, an endless gaping yearning for revenge can overpower it.

Initially, the desire for revenge was just on the worlds and sectors that had provided forces for the rebel fleet, but as more and more memory was lost, as time distorted truth, and as desperation demanded greater heights of blood-vengeance, every other Child of Earth but those in the Convoy was deemed guilty - they who had silently aided the destruction of Black Rose, of the true heart of human civilization, by their inaction were just as guilty as the ones who had 'pulled the trigger'.

After 215 years floating in space, the survivors, such as they were at that point, swore to the Pact of Black Blood Vengeance - swearing hatred for all other Children of Earth, affirming that the best any can hope for is third class 'citizenship' performing labor for their betters, and slavery or extermination is far more fitting for most. That they will not rest until they have seen the Empire of Man restored under their rule, until the guilt of the death of Black Rose and all they suffer in the interval has been paid back in full, proper recompense.

All Deadrosiers, upon reaching adulthood, swear this Pact and to follow through on it to the best of their ability.

How many details of the 'official' history of the Convoy of Darkness are true or even rooted in truth is impossible to know, but other corroborating evidence supports the general outlines and the broad details.

Eventually, the Convoy reached a world with a nominally habitable planet in -13. Calling the system Withered Ivy, in recognition of the changes to their body, the named the barely habitable, radioactive hell world upon which they settled 'Deadrose', taking the name 'Deadrosiers' for themselves, in memory of their dead homeworld and dead forebears.

Black-Rose-Home-System.png


Withered Ivy did not have any hyperlane connections at the time, but that protected the shattered, broken remnants of the Convoy as the Second Empire finally took form, as the Kishrath Invaded, and the galaxy collapsed once more.

Modern Deadrose

Black-Rose-Territory.png


Deadrose, even today, is a struggle for its people, but they have adapted to its hellish surface - a world that perhaps only the Elvhen of Moshtar might find worthwhile, and even then they might shy from it's awfulness. The Deadrosiers remain single-mindedly hellbent on their pursuit of blood vengeance, and ultimately, everything about their society is geared for that purpose, in one form or another.

The Remnant as a whole has expanded quite quickly since Withered Ivy was linked into the hyperlanes as the network stabilized over the last century, and they do appear to be somewhat ahead of their rivals - including the Empire - in reintroducing advanced technologies. However, the Deadrosiers are cursed with frequent bouts of depression, low birthrates, high mutation rates and stillbirths, extensive inbreeding remains a problem given their closed genetic pool, requiring careful and centrally planned breeding arrangements.

The Deadrosiers seem presently focused in their aggression against the Purposeful Unity, which appears to be an entirely strategic concern. Their 'alliance' with the orcs of Bandar also appears to be entirely a matter of convenience, and IIS expects them to stab this 'ally' in the back sooner or later.

Deadrose Culture

Deadrosier culture is entirely stultified - anything that was created after the destruction of Black Rose has no merit, even if a Deadrosier made it, it must be nearly indistinguishable from a First Empire work produced on Black Rose They repeat and reuse the same forms and styles over and over and over again, with rigid adherence. Their poetry is all Iambic-Dactylic Tri-Hexameter, their art is all Late First Imperial in style, as is their music. The literature, movies and must all glorify the First Empire's Virtues - as defined by the leadership of the Remnant - and must have no innovations in any shape or form.

As a consequence of this, Deadrose is quite possibly the only planet in the galaxy where golf and volleyball - Old Earth games that were very popular on Black Rose but are only known in buried references in our datafiles or fiction references - are played. Albeit, the 'golf courses' on Deadrose are not very much like the images of golf courses in our data files.

IIS Recommendation

Conquest and dismantling of the Deadrosier leadership and regime. Reeducation. Deletion or destruction of the vast majority of proof of the origins of the Deadrose, with copies retained for the Onyx Archives under the Imperial Palace and the IIS.

Black Rose died when the Colossus weapon destroyed it. It is best to ensure that its ghosts die too.
 
The idea of golf on Deadrose is an interesting thing to contemplate.
 
IIS Dossier: Promise Coalition
IMPERIAL INTELLIGENCE SERVICE BRIEFING DOSSIER
CHILDREN OF EARTH DEPARTMENT
DOSSIER: PROMISE COALITION


Promiser-Details.png


The Promise Coalition is a fierce society built around three principles: The Promise (to defend the Children of Earth from all Pirates, Raiders and Marauders), the Oath (To never permit a Pirate, Raider or Marauder to live) and the Service - to be willing and able to fight and die for your neighbors is what makes you a part of a community. In the Promise Coalition, all who are able must serve the state to achieve their citizenship - the Navy and Army absorb most of this manpower, but so too do other arms of the government, especially for those who lack the physical ability or proper temperament for military service. The key, though, is service. Even a logistics tech on Promise itself serves an ultimately vital role, an essential cog in the vast machine that uses Service in defense of the Community.

While a military must obviously have hierarchy for command purposes and the maintenance of discipline, ultimately, all who serve are Brothers and Sisters, all equal. Thus, undergirding everything the Promisers believe is a fierce egalitarianism, though that egalitarianism beliefs that equality must be earned first and foremost.

The Origins of the Promise and the Oath

The planet Promise was once called Dosi. It was settled 750 years ago after a generation ship sent by the planet Dosi - cut off from the hyperlanes after the fall of the First Empire - sent them away some four hundred and ten years earlier. The ship was well equipped and well able to survive, which is hardly surprising. In the First Empire, the heavily urbanized world of Dosi was a major staging point for colonizing the northern rim of Known Space. It seems, according to the information that survives, that Dosi did quite well for itself after the fall of the First Empire, and had, at least as of 1160 years ago, set up a small little pocket empire running on massive - if technically unimpressive, in most ways - ships built around cryosleep for the crews or generations living and dying on space, a surprisingly large and surprisingly well-managed STL empire covering some fifty light years and nearly thirty systems as of 1160 years ago, operating entirely without hyperlanes. With the coordinates of Dosi in the Promiser databanks, should we recover them intact, it is possible that the world could be someday brought back into the fold, if the Jump Drive is ever recovered or reinvented.

The colonists that settled the Gerima system were not originally to be sent there - their target was much closer, the trip should have merely taken seventy-five years or so, rather than four hundred and ten. But a misfired thruster sent the generation ship veering off course, and continuing on with inertia until the scanners detected a system with a livable world for them to settle in.

It speaks to the careful planning that went into the design of the generation ship, it's recycling capacities, it's ability to extract resources from asteroids as it stopped occasionally in star systems and its food generation bays - mostly hydroponics and various algae-based foods grown in vast tanks of wastewater - that the vessel and its cargo of settlers survived the unexpectedly long journey comparatively well. Granted, by the end of it, the ship had maybe another fifty or sixty years left, at most, which meant their arrival in the Germia system was quite fortunate, but compared to say, the Deadrosiers, the settlers did quite well for themselves - that the ship was designed for STL certainly helped, of course.

But they did reach the system they called the Gerima system, and indeed found that it had a habitable world for them to settle and claim as their own. The original plan had been to eventually send the colony ship back to Dosi with a skeleton crew in cryo and with vast quantities of food grown, with other resources to be sent to them in exchange... that of course was not possible, given the new distances involved.

Promiser-Home-System.png


Regardless, when the 10,000 colonists settled on Gerima, they spread out across the world quickly, setting up ten communities of a thousand each. But there was little conflict between them - what there was was quickly - if informally - regularized in a form that, while not called such, would be similar to the counting coup or ritualized warfare of some ancient cultures on old Earth. It was about the competition and contest, and to use lethal force was to escalate matters far too much - though when it did happen, things could get very bloody indeed.

Still, the Gerimans stuck to being mostly farmers - as that had been what their ship had been equipped to do - settle another agricultural world to ship vast quantities of food to Dosi and its other colonies - and that was what the ship had. Vast seed banks, farming equipment of all types, and extensive training and resources to genetically adapt crops to suit the world they found themselves on, or the wildlife of the world to be adapted to serve the needs of humans. The Gerimans were forced to reinvent other things for other purposes, such as mining and other high-technology items, but the people found themselves mostly content to do without them, on a large scale, their technology akin to pre-FTL earth, in many ways, but no more, and certainly not in its full industrial glory.

There was no real central government between all the various communities, though various informal regional and even planetwide meetings occurred, and there was a limited planetwide network for communication by average citizens. Still, they all preferred to handle most things at the local level.

The Gerimans had never heard of the Second Empire, the Kishrath or anything else. They were used to a galaxy wherein there was no more FTL. They knew Hyperlanes had been a thing, but in the first empire, it had only been some three thousand systems connected. The odds of them ever having external visitors via hyperlane seemed quite slim...

Unfortunately, in 2165, they were proven quite wrong.

The Bandar Invasion

It was assumed that the Hyperlanes all over the galaxy began to stabilize around 2200, and not much before or after, but following the discovery of Bandar and Promise, that has had to be reevaluated - and further analysis of the data now available to the Ministry of Science suggests that while the general stabilization began 2200, other parts of the galaxy did also begin to have more stabilized hyperlanes in the decades before 2200, though the Bandar-Promise region appears to have been the earliest.

Regardless, the people of Promise were, overall, peaceful, and had little use for weaponry beyond that used for sport and hunting. They had little significant orbital presence, no assets in space beyond the orbit of their world, and no organized militaries. Some small scale banditry did occur - the Children of Earth, unfortunately, by their nature, are incapable of being entirely free of deviants who will act as criminals if given the opportunity - but it was dealt with by largely ad hoc militias, with little structure or organization.

In many ways, Promise was quite the idyllic and almost ideal world, by some standards/

In 2165, that changed.

A fleet of raiding vessels from Bandar, including three ancient Corvettes, on the hunt for targets, arrived in the Gerima system. They had found no targets at all during their search, but a determination to not leave empty-handed had kept them going. Gerima with it's lush, undefended world, seemed the perfect choice.

A decision was made, once the sheer vulnerability of Gerima was realized, to not just raid the planet, but stay for an extended period - a few years, perhaps - and completely stock up on everything the planet had to offer, including slave labor. Their landing was utterly uncontested, and within weeks, every major settlement had been occupied by a small team of Bandarian Raiders - with modern weapons and battle armor, and with weapons in orbit ready to destroy any planet that resisted, it took only one town destroyed by an orbital drop to cow the rest, and thus only small teams of twenty to thirty pirates could hold most settlements for most needs. The Gerimans were at the mercy of the Bandarians, and it was a poor mercy at best.

Men and women were raped, forced into labor even more stringent than their farm work had been, and left starved as most food was either taken by the raiders to eat in grand feasts - sometimes they were permitted the scraps, but often not - or sent up to the fleet for storage to be taken back to Bandar, in time.

For six months, there was no organized resistance, and with a harsh policy of collective punishment, individual acts swiftly became quite uncommon as well. The Bandarians appeared to have every intention of staying forever, in the eyes of the locals.

That all changed in the town of Dosha - the pirates there were, all things said and done, much better than the rest - not one person was raped, the exactions were much less than in other regions, and the 'brutality' of their presence quite simply wasn't. Of course, that much is cold comfort to a formerly free people under occupation, and it was that laxness that allowed a small group of young men and women, calling themselves the 'Free Daggers' to organize, arm themselves with a handful of stolen weapons and then plan and launch a surprisingly well executed raid on the armed landing craft of their occupiers, taking them - and with their intuitive and user-friendly controls, forcing the pirates to surrender or be killed.

However, once they disarmed themselves, the pirates were all executed by firing squad. The Free Daggers immediately fled into the countryside, as did most of the settlers, and this sparked off a guerilla conflict across the planet - a dozen more settlements were destroyed, countless civilians were executed and fields burned to try to starve the rebels out, but the actions of the Free Daggers had proven to the people of Gerima that they could fight back.

It was a long, bloody five year struggle to finally expel the pirates - who initially considered fleeing once the world started to fight back, but ended up falling prey to the sin of pride. They were Bandarians, heirs to a legacy of crime and piracy dating back to before the Second Empire. They had stood up to the League of Argoss for decades, and retained their criminal activities even after the conquest. Some backwoods yokels who had never even heard of the Second Empire would not beat them.

Unfortunately, that's exactly what happened. The rebellion ended after five years not because the Bandarians left, but because they were killed - the people of Gerima managed to finally sneak personnel aboard one of the Corvettes, in the guise of captured slaves and prisoners, and in a brilliantly executed maneuver, they seized control of the ship, preprogrammed a flight course and sent it crashing into the other two, all three vessels exploding in a conflagration visible on the surface, the brave volunteers who had undertaken the effort honored to this day as beloved martyrs on Promise.

But without their warships to provide orbital support, the pirates on the ground were taken by massed rebellion, sometimes dragged out of their beds and literally beaten to death or ripped to pieces (or both, in the case of the particularly vicious) - and without hyper capable warships to defend, the other pirate vessels in orbit were quickly taken by all the captured landing-craft and shuttles.

These ships would eventually serve as the core of the space-capability of the new Promise Coalition. The repair ship, for example, would be repurposed onto a construction facility designed to make use of the resources of the out-system and construct shipyard facilities that could be used to make more vessels.

In 2171, with the pirates, to a man, dead, representatives of the various guerrilla groups met and realized that they truly had one choice, if they wanted to save themselves from another raid.

Because for all that they had, to a man, killed the pirates attacking them, those same pirates had had constant communication with Bandar. Sooner or later, more ships could come. And other threats could lurk on the stellar horizon. They had to come together, under the common banner of survival, of defeating the enemies that threatened them.

And so they crafted the Charter of the Coalition, with its foundational policies, ideas and goals - and the Promise and the Oath. Gerima was renamed to Promise, in the case of the planet, and the star renamed to Oath.

Modern Promise

Promiser-Space.png


The Coalition started to actively claim territory beyond their system in 2198, having built up their system infrastructure and a system defense fleet quite quickly. Bandar never did come after them, despite their fears - the rest of the pirates back in the home system found viable targets elsewhere, including a system that had several still-intact orbital habitats, though with the population all dead - the habitats were stripped bare, of course, even their frames eventually ripped to scrap.

But they never sought revenge on the Promisers for the simple fact that the pirates that remained on Bandar were far less prideful - the most prideful of the lot had been on the fleet that reached what had then been Gerima. The rest - sure, they were eager to raid, but they wanted to raid easy targets, fight easy fights. They wanted to seize and win, far more than they wanted to achieve some nebulous sense of payback.

It gave the coalition vital breathing room, - but their neglect has come back to haunt them, as the Promise Coalition has been in a constant state of war against Bandar's pirates, even when not 'formally' at war with the so-called government that unites the various pirate fleets. Pirate-hunters cross the border with impunity, hitting Bandarian shipping, destroying small outlying facilities and defense platforms, even critical mining stations. The Promisers have set upon Bandar as their first target.

There will, of course be more.

The Promise Coalition has little in the way of plans beyond the destruction of Bandar and the total fulfillment of their Promise and Oath. They have already, having been made aware of the Despoiling Horde, that their next target will be those modern day would-be heirs of Genghis Khan. Beyond that, and the constant effort to fight all similar such forces, it is hard to say if the Promisers have any vision at all, really.

Promiser Culture

The brutal and forced transformation of Promiser Society has reflected in their art and cultural output. In the old days, Geriman culture was heavily influenced by that of Dosi, which was itself Middle First Imperial in style. The art was realistic, the music classical*, the architecture efficient and simple, with the beauty to be found in that very simplicity.

Of course, there were deviations, but that had remained the general trend line. Fiction tended to be adventure stories, often in the style of First Imperial planetary romances, though less so in actual setting.

Author's Note said:
"Classical" Middle First Empire music is more akin to modern Heavy Metal, at least in terms of how the music sounds, rather than actual modern 'classical; music

Today, Adventure stories remain a popular form of fiction - but instead they are often set on fictionalized versions of Old Earth's "Golden Age of Piracy" or "Wild West", or other times and places when banditry, piracy or the like were common, and popular imagination would hold that the criminals were held back only by individual, truly singular men and women.

Fiction set during the Bandar Invasion is surprisingly unpopular - but the most popular art tends to depict important moments in the invasion.
IIS Recommendation

Aid them in the destruction of the Bandar Fleets, the Despoiling Horde and any other marauder forces. Convince them that the Unity we provide will be the best long-term solution to the problem of Pirates and Marauders. Annex them into the Empire... though allow their democratic governance to remain on the local level for at least a century until they can be fully brought around to more appropriate sensibilities. Erosion of their 'democratic ideals' must be done slowly and carefully, as more direct action is extremely unlikely to go well.[/B]
 
Last edited:
A remarkably hopeful encounter, and should prove to be allies of more than just convenience. With luck, especially if they can be brought into the faith.
 
"I appreciate that on the surface, this memo seems to be extremely similar to the strategy Ascia Nat suggested in the runup to the 1st Impurity War," the Fleet Chief of Staff, Valia Moqu said. "But that's not exactly what we're proposing here."

"Good," the God-Empress said, setting the tablet-pad on her desk. "Then explain it to me. Because anything smacks of Nat's idiotic ideas has no place in the Fleet." The purge that had followed the end of the 1st Impurity War, with anyone loyal to the former Minister Nat was still legendary in the Fleet and the Ministry of War. Ascia Nat herself had resigned in disgrace when the 1st Impurity War began, but she'd had a powerful faction behind her.

Not much anymore.

"As it stands right now, both the Puritans and we have our fleets stationed in the Antarkos and Throhinuth. Virtually everything both side have is in those systems. In that sense, it is none too different than how things were before the 1st Impurity War. Unfortunately, we both have options that didn't exist now, and that complicates things significantly."

"Because there is a wider border." There was no flavor of a question to her words.

"Precisely. The Puritans could decide to try to come at Throhinuth from behind, or try to bypass it and our ships entirely - and it would be very hard for our ships to catch up to them."

"On the other hand, they know exactly where we have to strike and want to strike - if we were to try the reverse, leave Throhinuth and Da-Phorzoqus uncovered and unprotected to go around, not only would that jeopardize everything we've managed to accomplish in that system and planet, leaving those "Pureborn" loyal to us and the Army of Crusading Justice itself exposed."

"Essentially," Valia summarized, laying another tablet on the desk, "the Puritans could try to turn the tables and pull another Neston on us. Which means we need to be able to provide enough forces to punch through their ships and the stationary defenses. At the moment, we don't have that."

"But if the Puritans try to go around?"

"Well, depending on when hostilities begin, and who starts the war, they will make some small initial gains, but, if you approve this new budget," yet another tablet was laid onto the desk, the God-Empress immediately looking over it, "you'll see that a major focus for the coming year will be the fortification of every station between the border and Neston. As it stands, Throhinuth is well fortified. As long as it is backed by our ships, they will face Neston all over again."

"But there's no way these outlying systems could ever be as fortified as Throhinuth," The God-Empress observed. "The stations lack the capacity for enough fortifications."

"And there's no way we could be sure to have our fleets in position. The fact of the matter, your Divinity, that it is a dirty little secret of Interstellar Warfare that fixed defenses are, at the end of the day, nothing more than a stumbling block. Any nation willing to commit the time and resources can punch through even the greatest of static defenses. All static defenses can do is constrain options, slow enemies down, and, most importantly, weaken them for confrontation with mobile forces."

"Attrition."

"The casualties to our station personnel will be total for multiple systems, even if we have time to fully implement all the planned upgrades, but... it will be the only way we can be sure that a battle between our fleets is successful. As it stands, if our fleet is defeated... we lose every ship we have, or nearly so, and we may as well cede the entire Empire to the Puritans. We cannot afford to fight a pitched battle where we do not have supremacy." She laid out three more tablets.

"We established contingencies based on projected Puritan plans of attack," Valia gestured to each in turn, "Identified as Black-1, Black-2, and Black-3. Assuming we are able to put the defense systems in place, the vessels of the Puritan fleet will be weakened, and, as long as we haven't frittered our forces on any of the Puritan's stations

The God-Empress narrowed her eyes.

"So you're saying that even if they leave Antarkos uncovered, we can't attack it?"

"No. Antarkos is their capital. It has formidable defenses. Defenses that would substantially weaken our fleet. We cannot afford to take those loses until we have defeated the Puritan fleet in detail. Else they could simply pounce on our ships from behind, as I'm proposing we do to them."

The God Empress looked - and felt - somewhat lost amidst the slew of tablets and plans before her. "Break it down for me - is it the opinion of the General Staff that the 2nd Impurity War will, for all intents and purposes, come down to just one battle?"

"Ultimately, yes. Either their fleets are dispersed and destroyed on a single battle, or ours are. There can be no middle ground, and trying to dance around each other and hit outlying targets will only hurt us more than them - their vessels are, pound for pound, stronger than ours, at least until we can start putting Destroyers into service.... And unlike defense platforms, which are fire and forget, our logistics train can't quite yet support Destroyers."

The God-Empress spent the next several minutes going over the various tablets, quicking moving from one to the next as Valia explained the details of the analysis and the further specifics of Black-1, Black-2 and Black-3, as well as the contingencies, categorized into Grey-A and Grey-B, each one with a number of subheadings after it. This also necessitated two more tablets.

Sitting back in her chair, the God-Empress cleared her throat, steepled her fingers and glared at Valia. The Fleet Chief of Staff flinched a little at the stern snap that whipped off of the God-Empress's mind.

"Let's start over, from the top. And, most importantly - if this all works if the Puritans decide not to initiate hostilities. If they don't choose to act first, sooner or later, we'll need to start things - and then make sure they dance according to your schedule."

I'm gonna guess this was inspired by the scene from Tears of the Prophets where they debate how to launch the first offensive against the Dominion/Cardassians.
 
Also no.

It's the scene in statistical probabilities when Bashir is handing all those data pads to sisko.
 
IIS recommendations seem reasonable with these two.

Also, there's a typo in the Promise dossier that's making the last few paragraphs all bold.
 
IIS recommendations seem reasonable with these two.

Also, there's a typo in the Promise dossier that's making the last few paragraphs all bold.
fixed. thanks for pointing it out,
 
IIS Dossier: United Bandar Fleets
IMPERIAL INTELLIGENCE SERVICE BRIEFING DOSSIER
CHILDREN OF EARTH DEPARTMENT
DOSSIER: UNITED BANDAR FLEETS


Bandar-Details.png


Proving that criminals come in all shapes, sizes and forms, the United Bandar Fleets might very well be the perfect distorted reflection of the Impras Syndicate. The Syndicate, while capable of the iron fist in the iron glove, prefers a more subtle approach, still well used to pretending to operate inside other nations through carefully conceived front organizations.

By contrast, the United Bandar Fleets are thieves, pirates, plunders and scoundrels, and they want the whole galaxy to know it. Rather than a carefully controlled cabal of 'families' running the show and engaging in complex 'protection' schemes to the 'governments' underneath their auspices, as the Syndicate does, the United Bandar Fleets is openly a loose collection of pirates, smugglers, mercenaries and fences, nominally working together for the greater goal of milking everything the galaxy has to offer. 'Civilians' exist inside the territory of the fleet, but there is no complex system of 'protection' or false insularity between the shifting alliances of pirates and criminals and the 'people' at larte.

The Origin of the Fleets

Bandar-Home-System.png


Bandar, in the Yar Trul system, was first settled in the Divided Time, between the fall of the First Empire and the rise of the second, before the League of Argoss began its crusade to create a Second Empire. It wasn't so much 'settled' as sort of... rising up. The Yar Trul system was, at the time, conveniently placed near a number of galactic trade routes between the disparate states, alien and human, of the region. But it wasn't on those routes, and it was only accessible through a difficult to traverse system - much like the Alvus system - and so it made a convenient spot for pirates, well versed in such anomalies, to stop off, take some time on a planet, meet with buyers and contacts, gather for larger excursions - and so, by accident as much as anything else, people began to live in the Yar Trul system full time. First on the makeshift repair year that became the system starbase, but eventually on Bandar itself. It attracted primarily the sorts of businesses you'd expect to cater to pirates, of all stripes - strip clubs, brothels, brewers, bars and taverns, eateries selling quick, easy, fattening food. Fences selling ships, weapons and spare parts. Anyone who could sell easily packaged stored food for long raiding voyages and similar such goods. Yar Trul was settled to provide some local food supplies, but much more was brought in as loot from raids or smuggled in and bought with fenced goods.

As an Arid world, Orcs were obviously the predominant population on Bandar, given how well suited they were to such climates. Children of Pirates and criminals who weren't quite up to snuff for raiding would live on the planet, 'planet-lovers', looked down on by their pirate kin, but essential. There was no formal government, but de facto, whichever pirate admiral was able to exercise control over the system starbase and station was the nominal master of the system and due a small cut of all plunder brought in, and challenges were frequent, but rarely spilled out into ship to ship combat - instead being contests of wits or melee combat, or battles in the open of the station itself, between rival factions. All were wise enough to understand the basic need to keep the station intact and the planet productive.

When the League of Argoss came knocking in the region in -213, the pirates of Yar Trul Bandar didn't really care, at first. They were safe, they assumed, and the League had to fight a number of local states, none of which were interested in joining the would be Second Empire. They kept up their attacks, and found themselves raiding a great deal of Argoss shipping - the logistics train, merchants coming to trade in conquered territory, isolated patrol ships attacked for the ships themselves - captured, repaired and repurposed. Safe behind their stellar phenomenon, they held off most would be Argossian attacks easily, small alliances of pirate captains turning the difficult gateway system for Yar Trul into a deathtrap, a graveyard of dead vessels. But Argoss kept coming -

And in the end, the success of Argoss against its enemies in the region spelled the end of the raiding, and the most farsighted of Admirals understood that. Even if the League never got into the Yar Trul system, they were now undistracted and able to commit major resources to protecting the trade and logistic lanes, with starbases, convoys and patrols. A relative handful of wealthy admirals and captains, seeing the writing on the wall, sank their ill-gotten gains into substantial estates on Bandar itself, and then sold the route into the system to Argoss, allowing a fleet of Cruisers, Battleship-Carriers and even an old First Empire Titan that had been found derelict in space and refurbished. The League of Argoss was thus able to easily destroy the ships that were there, especially once the treacherous pirates turned their guns on their erstwhile allies.

In exchange for their treachery and handing over most of their ships, the League paid the traitor pirates a great sum of money and left them in charge of Bandar - thought they did claim the system starbase and leave a small, but powerful, fleet in place in the system.

But the pirates were not content to just 'go straight'. Though they knew they could not return to raiding, they were criminals at heart. And it wasn't hard to bribe the local fleet commodore and station prefect to look the other way as new ventures were funded - smuggling, slaving, arms dealing, fencing stolen foods... everything but the piracy, really.

Bandar was a den of scum and villainy throughout the Second Empire's existence, but its criminal masters paid off the right people to keep going. It was a freewheeling world with no real government, but the criminal networks that had arisen from old pirate fleets filled most of the basic functions, and the kind of person who came to live on Bandar was happy to deal with it - over time, Bandar became increasingly homogenous with Orcs being the vast majority of the population - upwards of 90% by the time of the Kishrath invasion. Others might visit, but they would not stay, not when there were other worlds welcome to criminals with more agreeable climates.

When the Kishrath invaded, the criminals at first seemed content to continue as they were, but when the Second Empire started to collapse into civil war, pirates, attracted by Bandar's reputation of old glory and extensive underworld links, decided to flock to Bandar - they would fence their goods and return to raiding, and soon Bandar was a hive of space piracy once more, power again shifting into the hands of captains and admirals, a freebooting planet and system. Plunder ran free, piracy was the great and glorious tradition and everyone celebrated this new golden age of raiding and pillage. As the Empire collapsed around them, the pirates grew wealthier, more numerous and more powerful.

The collapse of the hyperlane network nearly destroyed Bandar, but with the world still possessed of all the infrastructure it had once had, and so it was able to survive - but without targets for their piracy...

And yet, the pirates refused to let that stop them. With STL drives and reinvented cryopods, the Pirates would strike out to the location of known settled systems, plundering the system outskirts as much as the planets themselves. It was a slow process, and Bandar itself couldn't rely on the products of such piracy, and yet it kept the tradition alive for centuries - thanks to such cryo efforts, some pirate captains found themselves living, in real time, for centuries, though none who lived during the Second Empire still live.

Modern Bandar



Pirates make up a much, much smaller portion of the population now, but they are the leading segment of the population, the planet-bound orcs left to serve as vital source of suppliers, recruits and purchasers of goods plundered and salvaged. More planets have been settled and claimed with the purpose of serving as outposts or just places for the 'civilians' of Bandar to go.

The Fleets are United under the Treaty of Yar Trul, which serves as a contract of sorts between the various captains and admirals - it isn't a government, but it sets out agreed upon rules for plundering, sets out territories and creates a process in which all pirates vote for a Warlord who leads them, nominally, especially in relation to other realms, and provide a general trajectory for the direction the Fleets should go in, but the Warlord's power mostly lies in their own personal powerbase and reputation rather than anything set into the Treaty itself.

The Fleets seek little interest but their own, they have no ambitions beyond piracy - it is in their interests that the rest of the galaxy be divided, that no Third Empire be established, but apart from that, they are mostly interested in plunder, slaves and domination. Conquest is likely to be accidental, if it comes.

Bandarian Culture

As one might expect, the Bandarian culture centers heavily around piracy, the glory and gold, though there is little romance to it - piracy is a dirty business, and one that the Bandarians embrace with glee. Out there in space, one can truly make something of themselves by serving on a ship and slaughtering snd stealing their way across the stars.

Music is designed to break up the dull monotony of shipboard labor, or to pump up pirates for action. Stories are usually narratives of the lives of the greatest of pirates from history - Bandarian and otherwise, fictional or otherwise. Most of the fiction is high-octane, action-filled and dramatic, with a premium often placed on explosions, fight scenes and special effects when it comes to visual mediums.

Bandarian cuisine is eclectic, but where they excell is in the brewing of alcohol - while Orcish booze tends to be too strong for non-orcs (save Durgonians), the brewers of Bandar are experts in making all manner of rums, beers and ales, among other types, that even the orcs of Khragg (the ones taken care of by the Cyclor robots) and Orcus apparently love.

One food that the Bandarians do excel in is cheese made from the milk of the Korrggookh, a hybrid of cow, goat and Trochag (a hardy animal originally native to the Durgon homeworld of Khorriddon). Depending on how it is made, and what additives are included, the cheese comes in possibly thousands of varieties, and the Korrggookh is well adapted to the Arid climate of Bandar.

Indeed, some varieties are known to contain virtually all the vitamins an orc needs to survive - or a human or psilon, even - and many Bandarians have been known to exist on a diet entirely of various cheeses and alcohols, at least for extended periods of time, albeit rarely permanently.

IIS Recommendation

There's no viable alternative but the violent dismantling of the pirate fleets, the landing of troops on their planets and the annexation of the whole region. There can be no deals cut, nor any quarter left to the pirates themselves.
 
There seems to be something almost refreshingly honest about the Bandar. I can quite envisage them being a good source for drama and fiction, and perhaps being romanticised as "noble savages" of a sort.
 
There seems to be something almost refreshingly honest about the Bandar. I can quite envisage them being a good source for drama and fiction, and perhaps being romanticised as "noble savages" of a sort.
Savages - true. Noble? Not so sure. :D
 
Savages - true. Noble? Not so sure. :D
I can see some people in the Empire seeing them as perhaps glorious, in some ways, or finding their honest embrace of their status appealing, but I don't see them being seen as 'noble', yeah.
 
Dossier: Purposeful Unity
IMPERIAL INTELLIGENCE SERVICE BRIEFING DOSSIER
CHILDREN OF EARTH DEPARTMENT
DOSSIER: Purposeful Unity


Purposeful-Details.png


In the Kayroar System, starting from the mid 1200s, the followers of the Philosopher Legaros Voran created one of the strangest of 'countries' to ever exist amongst the Children of Earth.

Linked through cybernetics, low-grade psionic fields and advanced genemodding that includes an extensive role for Pheromones, the Purposeful Unity has sought to cure the Children of Earth of the great curse of individuality, the plague of free will that has dogged it from the start. Even from the start, so said Legaros Voran, Humans were a paradox - communal and yet individual, devoted to the good of the tribe, the village, the community, and devoted to the good of themselves.

Humans thrive when working together, and yet they are all cursed with the capacity and drive to harm the group for their own short-term interest. And all this had held true for the heirs of humanity.

Voran always sought to find a solution to this problem - of free will. Tyrannies all across history had tried to eliminate the ability of free will to impinge on the greater good - or at least claimed as much. But each and every one of these totalitarian governments had failed - either by being overthrown by those acting on free will they still had,or by failing to act for the food of the community...

Instead, acting with their own.

It was not until a chance discovery, in the Kayroar system, of a Skreeth Datacore on the sole inhabitable planet of the system - Kayroar Prime. As the Empire collapsed, fringe, uninhabited planets on the edges of known space were sought, as refugees, places to hide in the face of the world falling apart around them.

A team of Elvhen refugees, led by a woman who happened to be a follower of Voran's teachings, had come to the Kayroar system to search that planet as suitable for bringing in all the refugees that followed them. But the discovery of the Skreeth Datacore changed everything - the Skreeth were bioengineering experts, and also naturally psionic. They created the Psilons, giving them their psionics. The Skreeth did not fight each other, work against each other* - they worked for a single, unified purpose.

IIS Note said:
This theory of Skreeth Society is not universally agreed upon - not during the First Empire, not during the Second and not now. While it is true that the various Skreeth Crvttlghqy are never noted to have fought one another, competition between the clans/tribes/family units/whatever the void they were did exist, and individual Skreeth were observed attacking or even possibly killing each other more than once during their invasion of the First Empire, though there remains some dispute about these eyewitness accounts.

With the information contained in this datacore, the Voranist thought, she could bring the vision of eliminating free will by replacing it with a true, collective will to life.

Creating the Unity


In order to ensure that the greater good of Voran's ideas could be fulfilled, the Voranist Elvhen turned on the others of her expedition team, then returned to the refugee fleet, alone, claiming the rest had been killed by the hostile wildlife of Kayroar, unnoted by previous, limited surveys. Then, she made contact with any and all among the Refugee fleet, and beyond, with the truth of her discovery.

Over the next several years, thousands, then tens of thousands and finally hundreds of thousands of Elvhen from across a dozen sectors flocked to Kayroar - the star was renamed 'Purpose', for the knew Unity that was to be created would be one where all had a Purpose, and all fulfilled that Purpose.

While it remains unclear how exactly it was achieved - the Purposeful Unity is not interested in sharing the intimate details of their biology, for perhaps understandable reasons - they were able to create psionics, of a sort, in the Elvhen that had flocked to Kayroar after twenty two years and dozens of failed tries - failures that killed or horribly mutated most test volunteers, of course. And those who let their free will get in the way also had to be culled a few times to ensure that the Unity could be achieved, but a limited psychic gestalt of all those linked was created.

In essence, it was, at first, a sort of mass-empathic field, linking the entire colony and all its number to one another. As more Elvhen with the genemod got born, they grew the power of the field. Further modifications created various pacification and cooperative phermones that all gave off to affect one another, cybernetic implants to further link them all into one mind...

It took several generations for the genemods to fully reach finaly expression and for the empathic field to create a level of power when it could be a true Unity, but eventually, it happened. By this time, the Purpose System had been utterly cut off from the galaxy at large by the shifting of hyperlanes, but the Unity Elvhen didn't really care much by then, too focused on perfecting their hivemind.

The final result of the Unity's progression is a world where all members of the hivemind are so interlinked from birth that they lack a true capacity to see where the entire hivemind ends and they as an individual being begin - and with the ability to communicate so completely and utterly amongst themselves through that hivemind, all decisions are made by the collective gestalt, or so it would see.

Individuality seems to exist - different members of the Elvhen do have a capacity to express preference, or do things for themselves, somewhat, thought it is hard to tell to what extent this is true, in the face of the literal lifetime of being part of one collective will that all members of the Hivemind experience.

The Purposeful Unity Today
Purposeful-Space.png


Fortunately, because it took generations to actually achieve hiveminded status, the Unity at this time lacks the capacity to fold more people not born into it's one will. However, it can be surmised that they seek to find a way to do this, in the long-term, based on the fact that it will espouse endlessly about the benefits of its system and of the Hive, and how all should adopt their unified will and purpose.

For the time being, however, they seem content to be peaceable within their own borders rather than reach out and take territory from others in large numbers. That said, they will make fierce combatants - the Hive emphasizes reproduction in a way Elvhen do not normally, and while they still suffer from the decreased fertility of most Elvhen, they have proceeded to find a great many ways around that problem, with fertility enhancing drugs, designated breeders who, by genetic chance, are especially fertile, in-vitro, growing inseminated children in vats, and more, all for the greater good of the hivemind - more members of the hivemind means a more powerful hivemind, the psychic force of all those minds together increasing in power.

(As a further note, it is suggested that all embassies with the Unity or visits be maintained by non-Psilons, as any Psilon that gets too close to large numbers of Unity Elvhen are prone to headaches or even nosebleeds under the psychic force of their gestalt will)

Unity Culture

There doesn't really appear to be one. No members of the Hivemind seem to require leisure time, and when not sleeping or consuming sustenance, Hivemind members work, work and nothing but. All social needs appear to be met by the psychic gestalt and the cybernetic links. The closest thing to a Unity culture is a regular broadcast of Legaros Voran's writings, read aloud, across all Unity Hive-settlements.

IIS Recommendation

Containment - extermination appears to be unnecessary for now, if they can be held at bay. If a way to un-link their hivemind can be found, then it should be deployed, but there is no pressing need at this time to slate them for extermination, and conquest would be impossible or at least highly impractical. Subjugating them is possible as a containment strategy.

If nothing else, they represent an interesting ongoing experiment about the limits of the consciousness of the Children of Earth.