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Introduction to the Terran Political and Military Agents in the Koprulu Sector Fanatic-Templar Send a noteboard - 10/01/2013 03:20:14 AM
The Terrans of the Koprulu Sector are descended from those Earth’s governing United Powers League deemed incompatible with their ideology of the ‘divinity of mankind’: the genetically mutated or cybernetically enhanced, as well as criminals of all stripes and political dissenters to their fascist regime. One scientist thought to use these people to explore and colonise distant worlds rather than simply have them executed, but an unforeseen catastrophe resulted in the colonists losing their intended destination, and instead crashing on three planets on the other side of the galaxy. The Terran civilisations were built from the three surviving ships: the Confederacy of Man, the Morians and the Umojans.

The Confederacy of Man

Following their success in the Guild Wars against the Kel-Morian Combine, the Confederacy of Man has emerged as the dominant power in Terran space. The Confederacy reigns over thirteen major planets from their capital world Tarsonis, where the Confederate Council and Senate are located. While the people of the Confederacy are represented through elected senators, the Old Families actually control all levels of the government, even ruling through the Confederate Council.

Worlds of the Confederacy

Core Worlds: Brontes, Dylar IV, Korhal IV, Nephor II, Tarsonis, Tyrador IX
Fringe Worlds: Antiga Prime, Char, Chau Sara, Halcyon, Jaandara, Mar Sara, Shiloh

The Old Families

The Old Families are descended from the officers of the Nagglfar, the prison ship that crashed on Tarsonis from Earth. The Old Families control the Confederacy, and spend most of their time trying to expand their wealth and influence, whether through colonial expansion, seizing resources from the Umojans or Morians, or by competing with rival Families. In this game, you will be representing one of these Families.

The Confederate Council

The Confederate Council is part of the Confederacy’s governing body. Its members are nominated by the Old Families and decide what matters should be passed to the Senate and deal directly with matters that require a more urgent or quiet resolution.

The Senate

The Senate is comprised of senators, elected by the people of the Confederacy. Most of the senators represent the Confederate Core Worlds leaving the rest to be spread out among the Fringe Worlds and the Outer Colonies. The Senate is significantly corrupt and frequently advised by the Old Families.

The Confederate Armed Forces

While the Old Families maintain personal security forces which can be quite large, given their power, wealth, and the simple geographical and astronomical extent of their assets, their real military power derives from their control over the Confederate Armed Forces. They maintain the peace in Confederate space and enforce Confederate law, as well as defending the Confederacy from external threats. The game will feature three major divisions of the Armed Forces: Alpha Squadron, Nova Squadron and Omega Squadron.

Alpha Squadron

Alpha Squadron is the Confederacy’s rapid response force. They pride themselves in being the first to reach any hotspot, and the last to leave, and as such they are the most frequently involved in any disputes in the Fringe Worlds or Outer Colonies, putting down uprisings and securing Confederate assets. Their headquarters are located on the planet Chau Sara.

Nova Squadron

Nova Squadron specialises in black ops and espionage, and their priority is policing the other Squadrons of the Confederate Armed Forces. Nova Squadron holds information on every significant actor in Terran space, and though their numbers are very few compared to other Squadrons, they are quite capable of protecting the Confederacy’s secrets. The location of their base of operations, known as Nova Station, is unknown to many even in the Old Families.

Omega Squadron

Omega Squadron is the Confederacy’s last line of defence, the most powerful and most brutal of all the Confederate Squadrons. Because of their destructive inclinations, the Confederacy usually refrains from sending them into battle, and they remain in the Core Worlds, ensuring those planets remain peaceful and secure. Though their headquarters are on Dylar IV, they maintain a presence on Tarsonis’ orbital defence platforms, preventing any unauthorised military incursions into the Confederate capital world.

Colonial Militia

Because the Confederacy’s government is usually uncaring about the problems of the Fringe Worlds and Outer Colonies, they have grown to depend on themselves for solutions, including protection from pirates and raiders. Units of colonial militia are sometimes present there, and can help protect Confederate assets. However, these forces have little to no loyalty for the Old Families or sometimes the Confederacy itself, and risk joining any rebellions occurring on those planets.

The Kel-Morian Combine

Morian civilisation developed into a nearly feudal corporatocracy of hierarchic family guilds and corporations. Their power flourished until their lucrative expansion began causing frictions with the Confederacy’s own colonial ambitions. Fearing that the Confederacy might move in and regulate their operations, Moria’s two most important guilds, the Kelanis Shipping Guild and Morian Mining Coalition merged their resources to form the Kel-Morian Combine, a military organisation that would protect any affiliate guild from Confederate encroachment.

The conflict finally erupted into full scale war in the four year Guild Wars where the Confederacy ultimately triumphed. Many of the Combine’s affiliate guilds were annexed into the Confederacy, and the Kel-Morian Combine’s power would never quite recover. Still, they provide the Confederacy with quantities of minerals and fuels so significant that agents of the Combine are essentially immune from prosecution for most criminal activities within the Confederacy.

The Umojan Protectorate

In response to the abuses of the Confederacy during the Guild Wars, the Umojans founded the Umojan Protectorate to ensure their colony would remain free from Confederate tyranny. While other independent colonies have been invited to join the Protectorate, the Umojans remain numerically underpowered compared to the other major factions in the Sector.

The Protectorate has developed a reputation for very effective information gathering, and often secretly supports pirate or revolutionary groups operating within the Confederacy. Along with their technological edge, this has allowed them to preserve their independence in the Sector.
The first rule of being a ninja is "do no harm". Unless you intend to do harm, then do lots of harm.
~Master Splinter

Victorious in Bergioyn's legendary 'Reverse Mafia'. *MySmiley*
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Registration: Sign up here! *NM* - 10/01/2013 03:58:27 AM 440 Views
I'm in, I will read all those rules later on *NM* - 10/01/2013 10:40:35 AM 340 Views
I'm in. Also, a question: Is it possible to raise your Attributes in anyway once the game is going? *NM* - 10/01/2013 12:00:28 PM 314 Views
There are unique locations that effectively raise your attribute, yes. - 10/01/2013 04:22:30 PM 697 Views
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Me too. *NM* - 11/01/2013 02:11:15 AM 328 Views
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Why are there so many ruuuuullles *NM* - 11/01/2013 05:43:03 AM 635 Views
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Do the names have to be from existing lore or can we choose new names? *NM* - 12/01/2013 09:16:20 AM 333 Views
You can choose new names if you wish. - 12/01/2013 06:20:18 PM 704 Views
So, summer's here and I have the free time... - 11/06/2013 04:55:50 AM 741 Views

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