Game Factions

Factions

For purposes of comparison, the following strength quantifiers are used for both intelligence assets and Military Might, in order of weakest to strongest: Anemic, robust, Adequate, Strong, Exceptional, Outstanding, Amazing, Supreme

For purposes of comparison, the following strength quantifiers are used for Production Capacity, in order of weakest to strongest: Poor, Weak, Robust, Excellent, Outstanding, Incredible, Herculean.

Non Player Nations

The Core Worlds Authority

Player: Non Player Government - UNAVAILABLE

Military Might: Supreme
Intelligence Assets: Supreme
Production Capacity: Herculean

The Central Court

Based on Sol 1, the capitol of the Central Republic, the Central Court (Better name welcome) is the vast forum that once house a senator from every habituated planet in the human domain. Many alien races aligned to humanity also had representation here. This is the main location in which most interplanetary diplomacy will take place, as its neutrality is assured by the CWA as a means of bringing the Republic back in to existence.

The Spacers Guild

Every traffic grid needs a controlling system. The Spacers Guild is that system. The remains of the Argos Corporation, the Spacers Guild is the only Republic Recognized authority on the Manifolds and maintains a monopoly on their operation.

While based in the CWA, they have spread in the last 10 years, in to all of known space and have offices on every world. The Spacers Guild also handles news and communications between each world, operating a small but growing fleet of data-transmissions ships. These ships gather transmissions from each world on their route, then travel to a central point where they exchange this data with other ships. Each ship has two collection points and thusly, all information an communications will make its way around the jump web inside 2 weeks.

The Spacers Guild is not for profit, charging only enough to offset the cost of operations, and to attack the Spacers Guild is to invite the wrath of the CWA and the Central Bank, the two largest patrons of the Spacers Guild.

The Central Bank

Bankers love order and upon resumption of trade and communication; the central bank of the Core Worlds Authority was able to resume interstellar banking. The only major interstellar lending organization, it has gained massive power by lending resources, capitol and technology to various worlds and through the lucrative rebuilding of Treste.


The Freebooters Union

Player: Non Player Government - AVAILABLE

Military Might:
Intelligence Assets:
Production Capacity:

Headquartered on Goodtimes, with bolthole holdings on Backroad, the Takers do just what they're named: they take. Situated in the middle of several reasonably stable and productive empires, the Takers are a loose affiliation of thieves, hijackers, and pirates who do their best to make ends meet, regardless of the consequences for others. Their origins are unknown, but speculation runs from refugees from Helios to the least scrupulous of the Meskene Republic. The likeliest answer is simply that enclaves of humanity survived on Goodtimes, enough to take advantage of manifold technology—particularly after the arrival of Core World Authority representatives, and those remnant populations are finding success in the ways they know best.


The Skye Commonwealth

Player: Non Player Government - AVAILABLE

Military Might: Sub-Par
Intelligence Assets: Anemic
Production Capacity: Robust

A social experiment in communal living, the Unther family broke off from a larger noble group and took over a system of low-resource planets. Equality is paramount; everyone pitches in to make things work, whether it's a mine or a farm or a factory or a home. They count on their lack of resources to keep them out of the clutching hands of imperialist neighbors, but they're working to make a niche for themselves in scientific education and research. Their slow but steady success could eventually backfire on them; they were allowed to take over the system because no one wanted it; now that it's beginning to pay off, it would be an easy matter to simply wipe out the current inhabitants and take over all the Unthers' hard work.


The Spartan Dominion

Player: Non-Player Government - Available

Military Might: Robust
Intelligence Assets: Sub-Par
Production Capacity: Robust

Founded in the ruins of the sector defense headquarters, the Spartan Confederation is a collection of city/planet states that maintain a loose cohesion based on strict military command and control. The economy is dedicated to military production while the intelligence services have suffered. The system weathered the Sundering fairly intact, largely in part to the workers and scientists operating in the military. With a strong sense of unity, they were able to forge a society able to remain afloat in trying times.


Player-Led Nations

The Helios Republic

Player: Won TaeJong

Military Might: Sub-Par
Intelligence Assets: Sub-Par
Production Capacity: Outstanding

Marginally aligned with the Core Worlds Authority, the Helios Republic is shrouded in a certain degree of mystery, preferring to withdraw into isolationism when everything fell apart. Considered a tyranny of an aristocratic republic that it once was, scientific research was largely preserved at the great cost of freedom and liberty. Arrogant, aloof, and with a vast cache of scientific technology, the reopening left them isolated and even vulnerable to infiltration as a consequence of its knowledge-based economy.

Internal squabbling and its heavy reliance on technology has resulted in a largely defensive military apparatus although it recently forced the submission of the largely agricultural people of Troia Nova (formerly New Kyoto) and is known for committing atrocities such as nerve stapling and 'culling' of the resistant population to extract vast sums of agricultural and mineral resources in the largely urbanized and resource-starved planets of Veii and Hanyang.


The Shelby Accord

Player: Lois Spangler

Military Might: Sub-Par
Intelligence Assets: Adequate
Production Capacity: Robust

For centuries the Daimos Imperium strove to uplift and unify its people through genetic improvement and societal control. And for centuries, a handful of people resisted the regimen. Called anti-morphs, these dissenters — clearly genetic anomalies, as evidenced by their disagreeable nature — fought and resisted the Imperium in every way they knew how. Many vanished in "corrective facilities."

Five hundred years is a long time for resentment to build, and when the manifolds began coming back online ten yers ago, the dissenters saw a way out. Executing a series of subtle plans and outright betrayals, a significant number of theseanti-morphs — or Sleepwalkers, as they called themselves — pulled off an epic escape towards San Anselmo and beyond, eventually applying the ubiquitous moniker of one of their founding members to the name of their fledgling nation. Through infiltration and diplomatic agreements, the Sleepwalkers established themselves on three planets — Oskanna, Jumpstart, and Author — and are seeking stability to better resist the Imperium, and rescue new and remaining Sleepwalkers from Daimian "containment."


The Outer Planets Coalition

Player: Jack Swallow

Military Might: Sub-Par
Intelligence Assets: Sub-Par
Production Capacity: Weak

The Outer Planets Coalition rose quickly after the resumption of interstellar contact. With the return of trade, the old administrative center of Thelatair was able to fund the expansion of the Coalition to the world of Natalus. Working diligently, the coalition has worked to build itself economically but has recently been observed purchasing weapons and rebuilding its military strength.


The Dezhk Combine

Player: Jonathan Crum

Military Might: Strong
Intelligence Assets: Anemic
Production Capacity: Robust

The Dezhk did not suffer as greatly as some other worlds after the fall of the Manifolds. They've managed to build up a large fleet of ships, and have stripped the worlds in their own system so as to further develop their own society. The Dezhk base their societal structure on war and religion, both of which tie in together, as the god they worship is the god of war in their pantheon.

Believing that the gods would return to them the pathways to the other systems in the universe, they anticipated the reopening of the Manifolds, and now rejoice as their gods demands may now be met. Their god of war, Zrioch, has mandated that they shall continue their subjugation of planets, extending now beyond their own system. They ready themselves to travel the Manifolds once again, but now with one goal in mind: Conquest.


The Verin Corporation

Player: Vincent Garton

Military Might: Anemic
Intelligence Assets: Anemic
Production Capacity: Robust

Ancor's local authorities went into political turmoil when the Manifolds shut down, and in the political power vacuum the Verin Corporation was able to build a power base from exploiting a monopoly on the natural resources of the planet, now in very high demand from bickering power factions. Quickly becoming a kingmaker, the Verin Corporation grew tired of the constant upheaval as power hopefuls, encouraged by the economic distress, vied for power over the planet.

The Corporation, tightening its grip over the planet's resources, established a "New World Order" under its iron fist. Driven by an urge for profit, the Corporation has subsumed the planet's floundering sociopolitical structure and has established a police state on the planet. With the Manifolds back online, the Corporation is turning its interests in generating profit to other planets.


The House Of El-Habbaz

Player: Robert Garcia.

Military Might: Sub-Par
Intelligence Assets: Anemic
Production Capacity: Robust

A family of Arabic decent, the El Habbaz were a powerful mining and trade cartel and came to power on Dubai just after the gates fell. Within a few generations they controlled Dubai. Due to the presence of many mining stations in its asteroid belt, many of Dubai’s ships were still serviceable and it maintained a strong industrial base. When the manifolds reopened, the El Habbaz made contact with the world of Stigia where the family, before the collapse, had many corporations and holdings. In short order, the El Habbaz assumed control of Stigia and are slowly rebuilding.


The Daimos Imperium

Player: Erik Henriksen

Military Might: Strong
Intelligence Assets: Adequate
Production Capacity: Robust

Order is everything; anyone who denies this is a threat to the survival of humanity and must be taught the error of his ways, or be eliminated. Life is sacrosanct, but if a life stands in the way of the progress of more life, then away it goes. The Daimos systems thrive economically under such rigid structure, but science, knowledge, and innovation do not. However, medical science is well-developed, and physical quality of life is outstanding. Psychological quality of life is another matter entirely.


The Meskene Republic

Player: Tyler Berry

Military Might: Sub-Par
Intelligence Assets: Sub-Par
Production Capacity: Robust

This loose confederation of 4 systems that exists as a mutually beneficial economic cooperative; each system has what another system wants, and needs what another system has. Ruled by a Prime Minister elected by a Merchant Council, they're taking advantage of growing industry and strong natural resources to bulwark themselves in their corner of the universe.


The Verus Prime Council

Player: Mark Zimmerman

The Verus Prime Council is set up as a border state for the core world alliance, the systems banded together as the manifolds began to drop away, dependent upon each other to maintain a balance of resources that allowed for some measure of continued prosperity. While technology levels stagnated, it did not suffer the backslide that affected many other worlds farther from the core. As the gates began to open, the system took advantage of the weakened positions of many of the systems needing contact from the core and began to exercise tight control of the manifolds that lead to coreward.

Leadership of the Council is elected by popular vote and the central government maintains a strong cradle to grave social system for it's workers, resulting in a populace that is fiercely nationalistic and proud of their worlds. Military service is compulsory, but it is considered more of an honor than a duty. While there is little for the military to do since the dark times, there is an increasing tendency to find the manifold portals thick with Verus Prime cruisers performing 'courtesy inspections' and taxing trade vessels with 'safety escorts' for their journey coreward.

National Assets:

* Military Strength:
* Intelligence Assets:
* Production Capacity:


The Yodama Confederation

Player: Joshua Yates

Military Might: Strong
Intelligence Assets: Adequate
Production Capacity: Robust

The Yodama Confederation is a military-based confederation ruled primarily by the Davion Family, native to Yodama Prime. A family of nobles, the Davions took over the planet after the Manifolds ceased operation. Offering continuity and stability after the closing of the manifolds, the Davion Family began annexing all of the Yodama Prime system and placed region after region and colony after colony under its control. The Davions had only recently finished the conquest of their entire home system when the gates resumed working.

Launching exploratory raids with the naval vessels still operational, they quickly assumed control of both adjoining systems. Promptly after control of Nexus and Derelict was achieved, the Davion Family convened the first Confederation Council, with representatives of all worlds of the Confederation being members. Representatives were elected to serve on the Council by the peoples of their homeworlds.

Yodama citizens maintain a strong sense of pride in their nation, regardless of their homeworld, with few notable exceptions. The Yodama Confederation seeks to better all of the worlds within its fold, and is expansionistic in its goals. Favoring strength on the battlefield, a strong social hierarchy, and a well developed economy, the Yodama Confederation is on its way to being a regional power.


The Republic of Rubicon

Player: Franklin

Military Might:
Intelligence Assets:
Production Capacity:

Rubicon is a temperate world of varying terrains and climates. Much of the developed parts of the world resemble huge military bases. The military regulates production, education, defense, religion, even the system of justice(Which is very harsh). The principals of the old republic are still taught as gospel and discipline and structure and paramount. The Republic is ruled by the Supreme Commander and his council of officers.

The Nebula Colony

Player: Aeil

Military Might: Anemic
Intelligence Assets: Anemic
Production Capacity: Robust

Nebula 2 is a largely agricultural world, sparsely populated but home to vast farms. It was long a source of food and medicines for many surrounding systems, back before the Sundering. Working in its fields are a species of sentient but "primitive" aliens known as "Mutes" because they cannot speak. Found nowhere else in the galaxy, these aliens were brought to Nebula 2 by traders and sold into slavery. Today, they make up 4/5 of the planet's population, yet still serve the human population.

To its human population, Nebula 2 is a utopia. The planet's abundant wealth, earned from the hard labors of the Mutes, has served to allow the humans of Nebula 2 to live a privileged lifestyle in a communistic society, seeking achievements in art, literature, culture, education, and technology. With little defensive infrastructure to speak of, the Nebula Colony relies on diplomacy and wealth to make friends and keep it safe from those who seek to take its riches by force.

The Tarn System

Player: Colin

Military Might: Anemic
Intelligence Assets: Anemic
Production Capacity: Robust

The Tarn System is an example of what can go wrong. Only ranked as a Manifold-capable society due to happenstance, the people of Tarn spent a good deal of time during the Sundering trying their absolute best to kill each other in every imaginable way. Large sections of one of the main continent of Tarn-3 have been rendered a wasteland while the remaining 600,000,000 population are crowded in to teeming cities that are breeding grounds for illiteracy and disease.

The nominal system government rules from an ancient bio-dome on the second moon of Tarn-3. Orbital space flight is still possible due to an aged fleet of Republican intra-system shuttles. Though recently reclassified as 'Manifold' by the Spacers Guild, this is only because of the appearance of an Old Republic Planetary Assault Ship from the deep system. The ship has been towed back to lunar orbit where, for the last 3 years, in conjunction with the Spacers Guild, the government of Tarn has been refitting it.

The system has, as its sole redeeming quality, a fairly well developed free-market economy and trade that supplies the government with a ready source of hard currency.

There are Other, less known factions in play that are not common nor public knowledge.

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