[Forum Game] Dark Horizons 2.0

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Dyranum

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Well, good day to you. I welcome you to "Dark Horizons 2.0". This game has been worked out by myself, with help and advice from many helpful people present on these very forums. The influence of Frymonmon's World in Revolutions especially should be noticeable, even more so than in the original Dark Horizons. Though this game might seem complicated to some, for you the player it is everything but.

This game is run by me, Dyranum, and Co-GM MastahCheef117.

State Application is: CLOSED

EDIT: This game has started, but people can still join.

Backstory:

It is the year 2552, one hundred years after the collapse of the Imperium of Manx. The chaotic fall of the Imperium lead to devastation on an interstellar scale. Whole systems were rendered barren or abandoned. Many of the multitude of different species and human states were reduced to the immediate surroundings of their homeworld. Despite all this, the myriad states managed to survive and re-establish communications with each other. As of the present, they are all fully capable of throwing themselves out into the new wilderness that the collapse has generated.

The Imperium of Manx itself still exists, albeit in shattered remnants. However, the most powerful of the Imperial remnants, based out of the human homeworld and Imperial Capitol of Earth, in the Sol System, remains a great threat to the myriad of sovereign states emerging from the ashes of the old Imperium.


The Game and State Application:

The basic idea is that you come up with your own space-faring state which you then play. You are to simulate your country as its head of government. You may pass laws, direct your military, as well as a great many other things. However, if you manage your state badly or without care to your people, then you might very well face a revolution.

To apply for a state, choose a colour and a starting system. You should also choose how to spend your "development points" (I will get to what those are later on). Then create a backstory for it which fits in with the overall backstory of the game. It makes it easier for me to understand what your state is all about.

Additionally, the strongest remnant of the Imperium of Manx (known by that name) is playable. The player playing as the Imperium of Manx will start out with the Sol System, which starts out with a higher development level than other systems. If nobody picks the Imperium of Manx, then it will be an NPC. (EDIT: Manx has been claimed)

The Western Remnant of the Imperium of Manx is also available - based out of the original capital of the Imperium: the Manx System - though it will not appear on the map as an NPC if not taken unless deemed necessary.

Excepting the Imperium of Manx, your starting position is customisable with the use of so-called "development points". You are alloted two of these.

With a development point you can add one of these things to your starting roster: 1 development level to one of your systems, 1 additional starting system, 1 additional space technology level, 1 Heavy Ship, 2 Medium Ships, 6 Light Ships, or 1 additional stability.

Here is an example sheet for your convenience (this is simply an example and your application sheet does not actually have to look like this):

Name: The Western Imperium (Imperium of Manx)
Capital System: Manx
System of Government: Absolute Monarchy, Empire
Leader: Emperor Valentinian II
Development points used for: 1 development level to homesystem, 1 additional space technology level
Backstory: The Western Remnant of the great Imperium, based out of the original capital of Manx. The Western Imperium is a formidable challenger to the Sol-based Manx for the title of "Imperium of Manx".



Rules & Procedures

The rules are quite simple. You send the orders you wish to do to me, Dyranum. What you want to do is only limited by your imagination and what is feasible in this sci-fi premise. For example, you can make an order about building a gigantic banana statue and that would go by fine (provided that your dice rolls were good), but if you want to build a galaxy-destroying superweapon then that's not going to happen. Keep in mind that you can trade with other states, create secret treaties, etcetera.

Each turn constitutes one year. No more and no less.

The main goal of this game is simply to have fun and guide your own state through this new and turbulent era. Conquest of the whole map is not the absolute goal, nor will such a goal garner you any allies. You can shape your state any way you want, provided that you have the support to do so.

If you are going to post something Out Of Character in the thread, then tag your post with "OOC:".

Orders

A state shall submit their orders to me (Dyranum) or MastahCheef117, depending on which sector the state is in, via Private Message. The title of this message must have the name of your state and the date which the orders are for. For example, an order for the Imperium of Manx in 2440 would read: "DH – Imperium of Manx, 2440".

There are two kinds of orders. Regular Orders and War Orders. You are allotted five Regular Orders for each turn. They can be used for pretty much anything. Be it building units, destabilising an enemy, signing a treaty with another state, spying, or concocting an evil plan of creating genetically-altered gorillas to release on an enemy world. What is and what is not possible is limited by reason and technology. You cannot, for example, order the construction of a giant gun which can shoot across the whole map to blow up systems of your choosing.

War Orders are limited to 4. These orders concern the movement of ships et al and are only available when you are in some sort of conflict. In these orders you can order your fleet to move to attack the enemy, occupy territory, etcetera.

NOTE: You can only revise your orders once. Preferably none, though.

NOTE2: Some treaties do not need an order to be signed. These includes: peace treaties, as well as cease-fire treaties. Non-aggression treaties are not really counted either. Cease-fire treaties are not counted since they don't actually have any effect. You simply have to tell your units to not engage whoever you are fighting. The reasoning for peace treaties is obvious. Non-aggression treaties have a similar reason to cease-fire treaties.

As for Peace treaties, you must include a signing of one in your orders, but it does not actually occupy an order.

NOTE3: Orders should be as short and concise as possible. Preferably under 2 lines. Unnecessarily long orders WILL be ignored.

Here is an example of orders sent in by a player:

DH – Imperium of Manx, 2440

Regular Orders:

- Improve infrastructure throughout the state.

- Increase stability

- Build 10 Escort Ships.

- Sign a treaty with the Earth Government

- Conduct research into advanced weaponry.

War Orders:

- Move a fleet of 20 Escort Ships and 10 Capital Ships to attack the Terran Ascendancy to the south.



Updates

The primary update is the yearly one. This is where the effects of your orders all play out. If I feel the need to do other, smaller updates, then I will do so. However, I will attempt to limit myself to the larger ones.


Income

There are two classes of income. The first is the regular income from your systems, which depends on how developed your systems are. Each system level gives 5 more credits in income. Your homesystem starts out with a development level of 50 by default, but that can be increased with the development points that you start out with. On the map, development levels are represented by numbers on the respective systems.

Note that some systems might start off with a -1 development level. This costs you income, and represents places that are very hazardous. Also do note that some systems might be utterly worthless. These systems do not have a number.

The other class of income is called "Other Income" and includes all other income-sources.

EDIT: It must also be noted that the higher the development level of a system is, the more defences it has. Every level adds what equals to half of a Light Ship in terms of combat capability onto the total defensive capability of a system.


Technology

While you can obviously undertake research projects in such things such as biology, the research stat readily visible in the state stats that you are given at start is the Space Technology Level. This determines how advanced your space weaponry and armour is, as well as how good your crews are. The cost for improving this increases along a linear estimate for each level, so research Space Tech Level 10 will be much more expensive than research Space Tech Level 4. However, there is one thing which must be kept in mind: With higher Space Technology Level, the more your spaceships will cost to construct, as the improved equipment and related things do cost.


Country Stats

Here's a brief rundown of the stats of your state in the order that they will be presented on a stats sheet.

Bank: How much credits you have in your treasury. If you have a negative number, then you're in debt. Debt siphons off 50% of the amount that you are in debt from your income. Every turn. So, I suggest that you do not debt-spend.
System Income: Your base income gained from your systems.
Other Income: Any other income sources.
Upkeep: The total cost of maintaining your military forces.
Actual income: Your actual income.
Stability: How stable your government is. Runs on a scale of 0-10. 10 is as stable as one can get, while 0 pretty much means that a collapse is imminent.
Prestige: How prestigeful your state is.

Space Forces Level: This is a measure of how advanced your space weapons and equipment are, as well as how competent and well-trained your ship crews are.
Light Ships: These are the weakest but also fastest and cheapest of your ships. Excellent for screening more valuable ships.
Medium Ships: These are your average jack-of-all-trades.
Heavy Ships: The heavy hitters. Dishes out the most damage and can take the most punishment, but are also the most expensive type of warship available.

Last Notes: to Old Players

This is a thorough reworking of the original Dark Horizons, with the thought in mind of making it bearable to GM. I sincerely apologise for doing this, but I could simply not keep up with the amount of work needed.

Rules Updates: New Order System


IRC Channel for the purpose of OOC chat:
Link: Coldfront
IRC: #Dark_Horizons
Instructions: 1-Go to coldfront.net
2-Choose if you're using the flash ap or the java app.
3-Create a screenname
4-The page auto adds you to the #coldfront channel, which is displayed at the list on the left side of the screen. Close that
5-In the command box down below type /join #Dark_Horizons
6-You're in and ready to chat


Player States:
The Imperium of Manx (Spectre17)
The Human-Sandhana Republic (Spitfire5793)
The Tyrion Syndicate (tyriet)
The Jorlyon Empire (MastahCheef117)
The Alkaterian Empire (Thandros)
The Terran Ascendancy (Dyranum)
The Brotherhood of the Stars (Polar Mongoose)
Merchanos (KeldoniaSkylar)
The Intergalactic Space Empire of the Mongols (Shynka)
The Republic of Siltways (StLeibowitz)


NPCs:

Sector 1: 3 NPCs
Union of Central American Nations (Normal country) (region 2)
Kingdom of Komnenia (Aggressive expansionists, not unreasonable) (region 8)
Verlin (trader) (region 7)

Sector 2: 5 NPCs
The Western Imperium/The Imperium of Manx (Western Roman Empire/Frankish Empire/Holy Roman Empire) (region 10)
Empire of Wyoming (Aggressive expansionists, not unreasonable) (region 6)
Arn Consortium (trader) (region 7)
Nitheim Resurgence (militaristic trader) (region 12)
United Councils of Farinenion (neutral) (region 13)
Union of Communes (Permanent Revolution) (region 8)

Sector 3: 2 NPCs
Kjell-Mora Corporation (not quite a trader, KMC) (region 4)
United protectorates (wary neutral) (region 3)

Sector 4: 6 NPCs
Luopica Colonists (trader) (region 5)
Purian Hierarchy (militaristic aliens) (region 6)
Great Tie (Mind your own business!) (region 7)
Crimea Ryvuhr (aggressive expansionists) (region 10)
Galan Rim Union (wary trader) (region 11)
Aluxian Descendants (trader) (region 12)

Miscellaneous:
NPC Nations Overview
The Rise of the Imperium of Manx, by famed historian Juan Alie (abridged)
The Trade Order


Updates:
2552
2553
2554

Stats:
2552
2553
2554
2555

Mini-Updates
The Commune-Nitheimer War (14th February 2554-19th December 2554)

Maps:
Sectors & Regions Map

Continually Updated Map
drkhrzn2557.png
 
Last edited:

Dyranum

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State Stats, 2552

The Imperium of Manx
Bank: +300
System Income: +300
Other Income: +0
Upkeep: -14
Actual income: +286
Stability: 4
Prestige: 25

Space Forces Level: 4
Light Ships: 4
Medium Ships: 2
Heavy Ships: 0

At War With:

Played by: Emperor Gaius I (Spectre17)


The Human-Sandhana Republic
Bank: +250
System Income: +260
Other Income: +0
Upkeep: -0
Actual income: +260
Stability: 6
Prestige: 20

Space Forces Level: 1
Light Ships: 0
Medium Ships: 0
Heavy Ships: 0

At War With:

Played by: President Frio Malhana (Spitfire5793)


The Tyrion Syndicate
Bank: +230
System Income: +265
Other Income: +0
Upkeep: -0
Actual income: +265
Stability: 5
Prestige: 17

Space Forces Level: 1
Light Ships: 0
Medium Ships: 0
Heavy Ships: 0

At War With:

Played by: Emperor-Syndicate & Head of the Company Tyrannyon II (tyriet)


The Jorlyon Empire
Bank: +250
System Income: +255
Other Income: +0
Upkeep: -0
Actual income: +255
Stability: 6
Prestige: 15

Space Forces Level: 2
Light Ships: 0
Medium Ships: 0
Heavy Ships: 0

At War With:

Played by: Emperor Kasam I (MastahCheef117)


The Alkaterian Empire
Bank: +250
System Income: +250
Other Income: +0
Upkeep: -10
Actual income: +240
Stability: 6
Prestige: 20

Space Forces Level: 2
Light Ships: 0
Medium Ships: 0
Heavy Ships: 1

At War With:

Played by: Fleet Admiral Marinac Narious (Thandros)


The Terran Ascendancy
Bank: +250
System Income: +255
Other Income: +0
Upkeep: -0
Actual income: +255
Stability: 6
Prestige: 13

Space Forces Level: 2
Light Ships: 0
Medium Ships: 0
Heavy Ships: 0

At War With:

Played by: Lord Chancellor Arcturus Ksemng (Dyranum)


The Brotherhood of the Stars
Bank: +250
System Income: +255
Other Income: +0
Upkeep: -6
Actual income: +249
Stability: 6
Prestige: 17

Space Forces Level: 1
Light Ships: 6
Medium Ships: 0
Heavy Ships: 0

At War With:

Played by: Commandant Annaliese Rose (Polar Mongoose)


Merchanos
Bank: +250
System Income: +255
Other Income: +0
Upkeep: -0
Actual income: +255
Stability: 6
Prestige: 9

Space Forces Level: 2
Light Ships: 0
Medium Ships: 0
Heavy Ships: 0

At War With:

Played by: The Meritus (KeldoniaSkylar)


The Intergalactic Space Empire of the Mongols
Bank: +250
System Income: +250
Other Income: +0
Upkeep: -10
Actual income: +240
Stability: 6
Prestige: 4

Space Forces Level: 2
Light Ships: 0
Medium Ships: 0
Heavy Ships: 1

At War With:

Played by: Ungern von Sternberg A.I.-driven Cyborg (Shynka)
 
Last edited:

Spectre17

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I'll be the Imperium of Manx
 

Spitfire5793

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34905076.png

Name: The Human-Sandhana Republic (HSR)
Capital System: Fraolas
System of Government: Republic
Leader: Frio Malhana
Development points used for: 2 development level to homesystem
Backstory:
This is the story of two races, the Sandhana and Humans, who by uniting and working together, saved each other from total destruction. The Sandhana home world of Takhana once teemed with life, its arid plains home to spectacular insect and reptile analogues. But the Sandhana took to industrialization early and did not realize the extent of the environmental damage they caused until it was too late. With their topsoil depleted, oceans too acidic to sustain life and lack of interstellar flight capacity, the Sandhana were situated for a massive population crash by 2334.

It was then the Manx stepped in mounting a large-scale rescue operation to bring the Sandhana to the nearby human colony world of Fraolas. As wars erupted over what resources remained on Takhana and billions began to die, approximately 875,000 Sandhana escaped in the exodus. To repay their debt, the Sandhana entered into an agreement with the Manx. Called the Compact, it states that the Sandhana would assist the Manx and come under their Galactic rule.

takhana.png

Takhana today

While Fraolas was slightly more humid than Takhana, the Sandhana adapted and flourished. The native human population, while originally weary of their new neighbours, began to trust the Sandhana. The two groups eventually began to thrive, co-existing and growing to depend upon each other. The planets population, industry and trade exploded. The Sandhana became the manufacturers and Soldiers, while the Humans the traders and researchers. Together, under Manx rule, the Sandhana and humans entered a golden age of prosperity and stability.

However, 116 years of prosperity and stability were to sharply end. In 2450, after years of fighting, weakening influence and numerous defeats the Manx withdrew from Fraolas, leaving the planet, and it's people to fend for themselves. For Fraolas, this proved disastrous. With trade diminishing by every day and confidence at an all-time low, the economy collapsed. Industries closed, crime flourished and pirate raids became frequent. The collapse and destruction of the Humans, and the Sandhana, again seemed inevitable.

However, Fraolas would survive. Upon hearing the news of Fraolas abandonment, General Yiu Jalhana, General Gral Kolhana, General Reder Taklhana and the thousands more Sandhana who had pledged to serve their saviours mutinied. The Sandhana armies and fleets set sail for Fraolas immediately. One month later, after dodging enemy and Manx fleets, the troops of Sandhana returned home. Martial law was instated, resources rationed and the pirates fought. The future of the Humans and Sandhana was again secure.

shfleet.png

The Sandhana fleets and armies returning to Fraolas

In 2486, 34 years later, marshal law ended, with the first civilian government being elected, with Human George Patrick becoming the first president of the Human-Sandhana Republic. For the next 66 years, Fraolas would recover, rebuild and becoming self-sufficient in many areas.

Today, the Human-Sandhana Republic is a highly industrious, technological state. The Sandhana remain the manufactures and soldiers, while the Humans continue to be at the fore front of trade and research. The two species have fostered closer bonds than could ever be imagined.

Sandhana Biology:
The Sandhana are omnivorous humanoids with an average lifespan of 86 years. Sandhana appearance is very similar to humans, bar their light blue skin and slightly denser muscle tissue. Most Sandhana have facial markings, which are unique colour patterns that vary for every Sandhana.

Location:
hsr.png
 
Last edited:

MastahCheef117

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I will likely join, but as it is after midnight here, I'll post tomorrow.
 

Dyranum

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Notification: Edited the Original Post to explain the research system for the space technology levels.
 

EmperorGrimm

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I'm in, i'll post my polity details later..i'm pretty sure i'll be the Setans again but who knows I might get inspired to do something different.
 

tyriet

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The Tyrion Syndicate

Capital System: Kalmir
System of Government: Imperial & Corporate Syndicalism
Leader: Emperor-Syndicate & Head of the Company - Tyrannyon II
Development points: 1 additional Starting system, 1 additional System Development point on Kalmir

During the time in which the Imperium of Manx reigned on their colony, the System of Kalmir, (the bigger world) the Governors tried to increase their gain in money by centralizing the economy, leading to the Creation of Super-Companies on Kalmir, most notably the Syndicate that is Empire-Industries. After the downfall of the Imperium of Manx,during the next years Empire-Industries, led by the first CEO Tyrion rose to power, buying all shares of any other major company existing. 40 years later the CEO of Empire-Industries, was now also only called Emperor, other then Superior Syndicate Leader. The monopolist and oligarchic structures have led to a quick development of the System and also of Colonialist technology, however the conditions of the working class suffered badly. The companies leadership passes from father to son, but the current son of the emperor - usually referred to as Czar, has evolved an increase in sympathy for the workers and a new social system. His followers are condemned as Soczarists, and are hunted by the Corporate secret Police. Tyrannyon is close to banishing his own son from the Planet, as new options arrive. A first colony has been founded, and the iron fist of the Company is less hard there. Still - the Tyrion Syndicate is on the brink of civil war, as through the streets you can already hear - Down with Tyrannyon, for the Czar - for Freedom, for Justice and Soczarism. Will the Emperor step aside? or will it turn out into a massacre?
Location: drkhrzn2552.png
 

MastahCheef117

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The Jorlyon Empire


Name: The Jorlyon Empire
Capital System: Vormar
System of Government: Absolute Monarchy/Empire
Leader: Emperor Kasam I
Development points used for: 1 development level to homesystem, 1 additional space technology level
Backstory: The Vormar System has just one habitable planet - the planet Cormir, covered in lush grassland and dense forest.

For all that anyone can remember, the planet of Cormir was subjected to brutal civil war throughout the development of Reylon [species] culture and society. During the height of the Manx Imperium, the Vormar system was one of the only non-colonized systems, having been too far away to even reach. This allowed the Reylons to develop on their own, without outside influence or guidance.

lQMPD.jpg

Cormir, homeworld of the Reylon and capital of the Jorlyon Empire

When the civilizations and states of Cormir began to turn to the skies and space as a new field of warfare, casualties skyrocketed. Whole states were now being destroyed as their people were dying in wars over small slices of territory and prestige. In an attempt to save the planet from these destructive wars, a man named Kasam Yonire, Prime Minister of one of the smaller Republics, penned a treaty to unite all of the states and nations into one large super-nation encompassing the entire planet. Despite being elected President of the Jorlyon Republic, he immediately crowned himself Emperor with absolute powers, now ruling over a rapidly recovering people with plans to expand into the surrounding systems. Now, Kasam I, powerful and ambitious, is making plans on expanding the Jorlyon Empire into a formidable state with the largest and strongest fleet in the galaxy.

Location:
YbTyW.png


 
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Thandros

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FlagforAlienEmpire.jpg


The Alkaterian Empire

Colour:This Blue colour
Capital: Kalarick 5 (Off Map)
Fleet Head Quarters ( Effective Captial): Karlic 4
Fleet Admiral (Effective Leader): Marinac Narious
Development Points: 1 Heavy Ship (The Fleet Admiral's Flag Ship: Flag of the Overseer), An Additional Space Tech Level

Backstory: The Alkaterians are a powerful people originating from around the galactic core. Having built up an Empire in the Galactic core regions they had for several millennia been largely unchallenged by other races swiftly overcoming any obstacles in their path through a mix of Diplomacy and threats of battle fleets in orbit. This of course changed when they encountered the degenerate Berganians of the Sagitarrius Arm who attacked at once of the First Contact between them and the Alkaterians. Forced into a bitter war which they didn't want to be in they after several decades of hard fought encounters they had gotten no nearer to suppressing their bitter foes and forcing a peace deal with in terms acceptable to them. In fact the Berganians had no intention of seeking any form of peace and relentlessly attack the now heavily fortified outer systems of the Alkaterians. In a bold move to outflank the Berganians and possibly spread the Alkaterian Empire to more space a great outflanking manoeuvre was planned by which a Large Alkaterian Fleet would outflank the main Berganian forces by moving Via the Orion Spur to the Perseus Arm which they would then move along to strike into the rear zones of the Berganians. With the war seeming to go down into a stalemate the Alkaterian High command was able to pull together enough forces to make this over ambitious plan into a reality. However the fleet got separated over the vast distances and only now are the forward elements of that fleet are now entering the Orion Spur seeking bases and planets to allow them to repair and rearm there ships in preparation for the next stage of there journey. Hoping to find Local allies who could help police colonies established in this region once the main fleet has moved on and lacking any real interest in establishing a major presence in this region solely waiting for the entire fleet to arrive to carry on with their Mission. Maintaining good communication with the bulk of the Alkaterian Empire they are kept well informed of the Slowly improving Military situation against the Berganians with there forces having been pushed them back only slightly despite over 80 more years of fighting the Mission is still of Importance in the the conduct of the war.

Species: The Alkaterians are on average 3 meters tall as when viewed by Humans seem to be Reptile in their form with Thick Protective Skins built up over millennia of living in incredibly Harsh Environments as both their Home world and many of their First Colonies were world ravaged by natural Forces and hostile predators. Having seen several highly destructive wars when contact was made initially with several local decaying empires the Alkaterians first Priority is peace as they dislike the excessive Violence associated with war but when they have no choice but to fight they will.​

drkhrzn2552a.png


OOC: Copy and Pasted almost Exactly from the Old One No one minds right
 
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Dyranum

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You must include a map showing the location of your state.
 

Dyranum

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I did I'm that Blue Blob on the right hand side ( Should have mention that shouldn't I)

There is no map in your post. There is an "Invalid Image" icon there, but no map.
 

Dyranum

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Just posting to announce that MastahCheef117 will be the Co-GM for Dark Horizons 2.0. He shall GM Sectors 3 and 4. Those who are in Sectors 3 and 4 shall send in their orders to MastahCheef117. The rest shall send them in to me.
Additionally, here is a Sectors & Regions map meant purely as a helpful reference aid. The different Regions and Sectors have no actual in-game effect at all.

The Sectors are separated by red lines, their number being present in the corners written in red and surrounded by yellow.
The Regions are numbered separately for each sector, and are separated by white lines.

sectorsregions.png
 
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Dyranum

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Since MastahCheef is the GM of half the map, I can do this:


terranascendancyflag.png

The Terran Ascendancy

Name: The Terran Ascendancy
Species: human
Capital System: Courhall
Development points used for: 1 additional development level to homesystem, 1 additional space technology level
Leader: Lord Chancellor Arcturus Ksemng
System of Government: Hierarchial Dictatorship. The highest echelon of government is the High Council, which directs the affairs of the state as a whole, and is presided over by the Lord Chancellor. Under the High Council is the Council (presided over by a Chancellor), and the Gathering (presided over by an Acolyte). The Gathering takes care of the business of each individual system, with each system having its own Gathering. The Council takes care of empire-wide business such as logistics, trade, etc.. The High Council takes care of foreign affairs as well as overall strategy for the Ascendancy, and related business.

Backstory: The Terran Ascendancy emerged after decades of internecine war among the various successor states to the collapsing Terran Federation. Originally just a small player in the grander Terran wars, the Vanguard of Courhall under the leadership of the charismatic Arcturus Ksemng managed to win over support to their side and eventually crush all who opposed them. Arcturus proclaimed the establishment of the Terran Ascendancy after having crushed the greatest remnant of the old Terran Federation. Many of the remaining states rallied to the banner of the Ascendancy, but despite things finally looking up for their sector of space, the distant Terran Sector was soon thereafter plunged into further conflict as the chaos of the Collapse of the Imperium spread to its distant sector. Nevertheless, the Terran Ascendancy has recovered and is on the ascent once more.

Location: I'm lazy, so I'll update the main map. :D
 
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MastahCheef117

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As Co-GM with Dyranum, I have come to announce that NPCs will be added to the game; their location will be indicated in the first post. The game will officially start on the 2nd, with the deadline for orders on the 8th. Anyone who still wishes to participate may create their nation (or take the reins of one of the NPC factions) at any time, but in order to participate in the first turn you must join and submit your orders before the first deadline (the 8th).

Everyone located in sectors 3 and 4 must send their orders to me by the deadline, as I am GM for those locations.
 

Dyranum

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NPC Nations Overview

The Imperium of Manx (West) (The Western Imperium)

Location: Sector 2, Region 10
Attitude: We are the Imperium!

Based out of the original homeplanet of the Imperium of Manx, the Isle of Manx located within the Manx System, the Imperium of Manx (West) claims to be the rightful successor to the Imperium of Manx. It denies that the more powerful Earth-based entity that calls itself the Imperium of Manx is the legitimate successor to the Imperium, refering to it as the "Terran Empire", or the "Empire of Earthlings", and their emperor as "Emperor of the Earthlings".

Those who recognise the Earth-based entity as the Imperium of Manx tend to refer to the Imperium of Manx (West) as the Western Imperium.



The Kjell-Mora Corporation

Location: Sector 3, Region 4
Attitude: Mind your own business, but money's always good.

The founders of the independent entity known as the Kjell-Mora Corporation were originally the heads and captains of generation ships part of an experiment by the Corporation to use exiled criminals in order to colonise far-flung systems. Originally planned to colonise a much closer system, the navigational systems failed en route to the destination and caused the generation ships to totally miss it, landing instead in scattered locations far away from their home. While the KMC overlords on most of the ships lost control, a few did not, and they together founded the entity that is nowadays known as the Kjell-Mora Corporation.


The Purian Hierarchy

Location: Sector 4, Region 6
Attitude: Honour guide me! (militaristic aliens)

The Purians are a humanoid species, though avian in nature. Their society is very strictly ordered, and also very honour-bound. Every Purian is required to serve in the military, and every Purian citizen from age 15 to 30 serves the state in some capacity, as anything from a soldier to an administrator. The centre of the hierarchial Purian society is the military.


Aluxian Descendants

Location: Sector 4, Region 12
Attitude: [Trader]

The Aluxians are the descendants of expeditions conducted by the Trade Order to discover new land to exploit.


The Empire of Wyoming

Location: Sector 2, region 6
Attitude: Aggressive expansionists, not unreasonable

The history of the Empire of Wyoming is shrouded in mystery, and Wyoming itself is reluctant to say anything regarding its origins. It is not even known when the Empire was actually founded. All that is publicly known is that the Empire has been participating in the colonisation of space for a long time, and that its history as its own state is unbroken from the time of its founding – which occured prior to the rise of the Imperium of Manx – and the present day.


The Kingdom of Komnenia

Location: Sector 1, Region 8
Attitude: Aggressive expansionists, not unreasonable

Founded by Greek settlers, Komnenia used to be quite a force to be reckoned with. However, the golden age of Komnenia came to an end a few decades before it was annexed by the Imperium of Manx. With the collapse of the Imperium, Komnenia arose once again. Constant internal strife has rendered it paralysed in foreign affairs. However, the establishment of the Kingdom in 2549 put a permanent end to that.


The Union of Central American Nations

Location: Sector 1, Region 2
Attitude: We like to cooperate with people...but we're always on our guard.

During the later phase of colonisation, the nations of Central American pooled together their resources in order to participate. They successfully managed to establish their own place among the stars, colonising the Escondido system and spreading outwards from there.


Verlin

Location: Sector 1, Region 7
Attitude: [Trader]

Verlin has always been a nation of relatively peaceful traders. It was one of the founding members of the Trade Order, and its annexation by the Imperium of Manx was what eventually led to the formation of the Trader Emergency Coalition.


Great Tiě

Location: Sector 4, Region 7
Attitude: Mind your own business.

Great Tiě was formed - and is still ruled - by the Tiě Dynasty, putting an end to the decades of turbulent conflict in the Xīnguó system following the collapse of the Imperium.


Crimea Ryvuhr

Location: Sector 4, Region 10
Attitude: Aggressive and Expansionistic

A highly culturally mixed state, Crimea Ryvuhr is the successor of the Ryvuhr Republic. The Ryvuhr Republic was a regional power before it was annexed by the Imperium.
Crimea Ryvuhr is a military dictatorship led by President Maksyma Vatazhko.


The United Protectorates

Location: Sector 3, Region 3
Attitude: We like to cooperate with people...but we're always on our guard.

The United Protectorates was formed from a series of disparate states who were threatened by outside powers. The people which the United Protectorates encompasses arrived there as a result of the expeditions conducted by the Kjell-Mora Corporation.


Luopica Colonists

Location: Sector 4, Region 5
Attitude: [Trader]

Prior to the collapse of the Imperium, Luopica had never been independent. Instead, the system had constantly changed hands between its neighbours. Despite all this, the trader tradition of the Luopicans is alive and well, though they do place great value on a good defence.

Arn Consortium

Location: Sector 2, Region 7
Attitude: [Trader]

One of the various traders who resisted the Imperium of Manx. The Consortium has emerged whole from the collapse, though not unscathed. Formerly a part of the Trader Emergency Coalition.


Nitheim Resurgence

Location: Sector 2, Region 12
Attitude: Wary, and quite militarised [Trader]

One of the various traders who resisted the Imperium of Manx, one of the leading figures in the formation of the Trader Emergency Coalition, and a fervent defender of Trader Space. Nitheim has emerged whole from the collapse, though not unscathed. The resurgence of Nitheimer military power in recent times has served to kept the peace in Nitheim itself as well as in its Trader neighbours. Formerly a part of the Trader Emergency Coalition.


Galan Rim Union

Location: Sector 4, Region 11
Attitude: [Trader]

The system of Galan was colonised shortly before the collapse by various traders unsatisfied with Imperial trade policies moving to found a haven for free trade. The Rim Union on the other hand, is a very recent political creation, brought about by the turbulent times, as well as a slight wariness of the traditionally very militaristic Nitheim.


United Councils of Farinenion (Farunenion)

Location: Sector 2, Region 13
Attitude: Neutral, though defensive of its territory


The Union of Communes

Location: Sector 2, Region 8
Attitude: Permanent Revolution

The Union of Communes was founded after the conclusion of the "Great Revolution". Before the revolutionm it was known as The Most Serene Republic of New West Slavia. The revolution occured during a period of economic decline in New West Slavia. The West Slavs were also cut off from communications with the outside world. This and other factors (including the increasingly oligarchic nature of West Slavic politics and the poorer and poorer working conditions), led to the populace of the Most Serene Republic becoming increasingly disgruntled with the present state. Finally, the people had had enough. On the 14th March 2561, in the city of Nowe Sarajewo in one of the more heavily-industrialised regions of the West Slavic homeworld, the shots were fired that marked the start of the Great Revolution (also called "March to Victory").

The Great Revolution was the culmination of all resentment built up towards the oligarchy, and though many factions vied for control of what had been started in Nowe Sarajewo, it was the Communists who gained the upper hand, in no small part due to the huge support they held among the people. Nowa Slawia itself was a Communist stronghold and from that base, the Communists managed to seize power relatively swiftly and bloodlessly. They proceeded to implement a system of direct democracy and democratic communes throughout New West Slavia, and on the 1st May 2563 the leader of the Communists, Piotr Kowalski, proclaimed the establishment of the Union of Communes.
 
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Polar Mongoose

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starskull70.png
The Brotherhood of the Stars​

Location: I3
Home System: Nassau System
Homeworld: New Nassau
Capital: Sparta's Landing
Leader: Commandant Annaliese Rose
Colour: Dark green
Development points: 6 light ships, 1 additional system.

The Brotherhood of the Stars originates from those living on the fringes of human space during the rise and reign of the Imperium of Manx. As the various human colonies fought and consumed one another, ships of the losing fleets would sometimes flee into the black rather than surrender and trust to the mercy of their vanquishers. There they were joined by by various outcasts and exiles from the core worlds. A ship alone in space is vulnerable, and so the outcasts formed a loose association for mutual support, both military and technical.

While outright piracy by members of the Brotherhood was not unheard of, more common by far was smuggling and unlicensed mining activity. Individual ships, or even entire fleets of ships would also at times sign up as privateers for nearby settled worlds, being often employed to interfere with enemy trade. However as the Imperium of Manx collapsed the revenue sources of the Brotherhood dried up, no one wanted the smuggled luxuries or minerals the Brotherhood supplied while trade died away leaving no merchants to be victims of privateering or piracy. With no means to pay for the supplies and services need to maintain their ships, indeed with no neutral colonies remaining to even get these services from, the leadership of the Brotherhood decided it was time for the Brotherhood to find a home of their own. Setting out at sub-light speed, the ships of the Brotherhood crossed the great divide leaving behind the ruins of the Imperium.

The Brotherhood has now been established on their new home, the moon New Nassau, orbiting a gas giant in the Nassau system. Following their long journey the bulk of the Brotherhood's ships are no longer spaceworthy, many having had their FTL drives stripped before they even set out to reduce mass. Therefore efforts are currently being focused towards developing the necessary industrial base to restore the fleet.

Brotherhood society is structured with each ship being a separate unit, with the captain of each ship representing their crew in the councils that govern the Brotherhood. A captains powers on his/her ship are extensive however there are hard limits on their powers imposed by 'The Code', a collation of the rights of a ship's crew as dictated by tradition and precedent. The councils of captains are highly democratic, decisions being made via consensus and compliance being voluntary (although failing to comply with a strongly supported consensus is unwise). How an individual ship is run varies widely depending usually on the origins of the ship. Former military ships are often run with the same strict discipline and hierarchies they operated under in their former occupations, while the mining ships in particular are highly democratic with captaincy being an elected position. Sections of the population have also abandoned shipboard life, choosing to settle permanently on New Nassau, however they have not abandoned their traditions and the villages and towns on the moon are run in the same manner as the ships of their forebears.

The Brotherhood has recently taken their first step towards expansion, a number of ships have been restored, and the nearby Natal system has been colonised (although the planet Natal currently remains a desolate rock).

BOS.png
 

Culise

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The Sovereign Empire of Shenzhou
aakwg0.jpg
Colour: Blue (flag)
Location: Quadrant I, Sector 3
System: Jiuzhou
Capital: Tianxia
System of Government: Confederated Empire
Head of Government: Empress Feng Wei
Development Points: Extra System (Erya), Extra Development Level (Jiuzhou)

In the early days of the federalization of Earth, growing concern over the subsumation of individual ethnic identities into the global whole led several ethnic groups to attempt to break for the heavens. Among these were the Chinese, who collected several ships with a population drawn from across their nation and departed for the heavens, there to create a new Communist state. The early settlement on what would become a new planet Tianxia was marked with the harsh semi-tundric climate of the planet and hostile plant life, leading to the collapse of the Communist rulers and the rule under a series of strong autocratic leaders who would do whatever needed doing to keep the colony alive. Their regime led to the survival of the colony, albeit at significant cost, but their insistence on maintaining control even as conditions improved led to their overthrow by a popular revolution. Unwilling to set aside the model of autocracy, but determined to ensure that controls would exist on it, the people then chose as their new ruler leader of the rebellion Feng Lun to rule over the Hall of Worthies, representatives of the people by district appointed as possible candidates by their meritocratic contributions to society and elected by democratic processes. Expanding across the nine planets of the Jiuzhou system, the Feng dynasty would thus thrive where their predecessors had ultimately failed.

Shenzhou today has a significant space presence, largely due to the inimical nature of the planets of its home system. It largely relies on asteroid mining and space farms for its food and resource needs, and maintains a significant merchant fleet. The Empress Feng Wei has significant power, but wields it wisely and justly, for the primary check on her power should she use it indiscriminately is the possibility of deposition and replacement by the Hall of Worthies. Only in a time of true emergency is she granted the broad-sweeping powers of an earlier era, and that is not a circumstance any desire.
 
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