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= The Helios Event =


The colony world of Helios saw its earliest beginnings as an outpost from which to launch exploration missions into the deep rim. Situated on the world of Helios 3, nicknamed Neferti, a low gravity world lush with a complex biosphere and extensive precursor dust deposits, the colony would harvest resources to build and maintain an expansive exploration fleet, and bring the wealth of discoveries back to the Core where they could be studied and profited from.
The colony world of Helios saw its earliest beginnings as an outpost from which to launch exploration missions into the deep rim. Situated on the world of Helios 3, nicknamed Neferti, a low gravity world lush with a complex biosphere and extensive precursor dust deposits, the colony would harvest resources to build and maintain an expansive exploration fleet, and bring the wealth of discoveries back to the Core where they could be studied and profited from.


It was, on paper, an ideal setup- and it saw significant investment by several major corporations and research institutes over the first three years of its operation.
= Nefer Today =


Then the Helios Incident occurred. Helios entered a period of heightened stellar activity- and approximately six months into this period released a massive plume of stellar ejecta. A plume headed straight for Helios 3.


Of course, the plume would take several months to reach the planet, but there was still considerable panic before martial law was established and an evacuation was set in motion. Of course the colonists couldn't take everything with them- most machinery was too bulky to be moved in the time allotted. Instead they loaded up on valuable supplies- be it processed ore or extracted delta dust. Moreover, an initiative was fast tracked to save samples of Helios 3's biosphere.


Even so, the escape from the doomed world was extremely close- the last of the colonists didn't leave until roughly ten hours <i>after</i> the impact of the ejecta plume on the opposite face of the planet- by then the air was nearly molten and a massive firestorm was consuming the planet.  
The Nefer of the modern era is a nation dedicated to a capitalist-socialistic ideal, which melds the earning of resources on a personal level with a healthy safety net available to all residents of the state. This system, while not the height of engineered efficiency such as those used by the so named Magnates, has served Nefer well over the years, and encouraged a healthy trade industry. Given that it is hard to determine where Nefer's government ends and Pyramid Industries begins, Nefer is often stereotyped as a corporate pawn- little more than an industry with a vestigial civilian sector attached. However, this perception is hardly accurate- for while Pyramid is certainly a megacorporation worthy of the name, its operations for the past two decades have largely been fueled by a supreme patriotism and a dedication to its people. Between governmental safeguards, and a healthy optimism, Pyramid has yet to become in truth what it is stereotyped as by many.


Nevertheless, the colonists had survived. Packed onto every ship available- loaded into pressurized shipyards and half-finished exploration vessels, even the orbital ore processing stations had been tasked to provide temporary habitation for the colonists.
To put it simply, Pyramid is the Business of the Government. They handle Nefer's civil service and contribute heavily to its military- although by necessity the military is not under the direct authority of the Board of Directors. If roads need to be laid down, it is Pyramid that handles the work. If new hulls need to be produced, it is the Pyramid Yards that handle the order. While Nefer has plenty of local corporations that vie for contracts and work, Pyramid operates in a market that is separate- to a degree, yet still indisputably linked. Their competitors are foreign governments and star spanning megacorporation, not that new fry franchise that's popped up in Sphere 12.
 
But these measures were merely temporary- a more permanent solution had to be found.
 
 
= The Never Object =
 
"Never Trespass."
 
This was the command given by an active posthuman communications system to the initial survey team as they approached the orbit of Helios II- which was at the time being cannibalized by a von neuman swarm and converted into a sizable posthuman structure.
 
The intelligence did not initiate any communication beyond repeating its initial transmission whenever any vessels came too close- and if they passed a certain demarcation boundry, AI drones were dispatched to destroy it.
 
For five years after the colony of Helios 3 was established, no vessel officially crossed the demarcation zone. "Never" was left to its solitude, to be studied only by scholars and stealth ships. Over those five years over five hundred unique drone craft were identified, captured, tagged, and released back into the wild. From the data gathered, it was determined that "Never" was constructing some sort of biosphere experiment. Several geodesic domes, constructed of hyperdiamond and forcefield, were linked together. Each held a different biosphere. One maintained a water habitat, another a desert- a third a verdant jungle. Periodically- at regular eight month cycles- a sphere would undergo an extinction event. After each such event, a given sphere would be cleaned and repopulated.
 
It was perhaps to their credit that the scientists of the Helios colony had tagged and identified so many drones, for after Helios 3 was destroyed, "Never" dispatched all but a skeleton force to the location of the former world. In addition, he sent a single transmission to the colonists: "Leave now, or be destroyed."
 
Accompanying the transmission was a complex data simulation and several years of information on the colony- and the Simulation extrapolated that the colonists, in their desperation and loss, would attempt to destroy "Never" and its forces, and take the structure for their own. Intent on its project, the Posthuman was determined to prevent that.
 
Faced with quick destruction or a long, wasting death in an attempt to find or create a habitat, many captains chose the former- in a near unilateral action, almost every vessel with any sort of armament and several without, all engaged "Never"'s forces in as close to a surprise attack as one can manage when dealing with posthuman intelligences.
 
Ultimately successful, the battle took a heavy toll on the survivors. Several vessels were severely damaged- and a few destroyed. There were many casualties- but the battle was not yet done. "Never"'s remaining forces fell quickly to the combined onslaught of the colonial fleet, and the Posthuman AI itself retreated, beaming itself through a short lived wormhole before the spire self-destructed.
 
The spoils of their victory in hand, the colonists set about making the spheres compatible for human use.
 
 
Although their world was gone, there was still a colony. A castle of gods, shining and beautiful both without and within.
 
Nefer.


= Military =
= Military =

Latest revision as of 17:31, 29 November 2012

Nefer
System Info
System Name: Helios
Map ID:
Surface Gravity: 1.0 G
Climate: Artificial
Atmosphere: Nitrogen-Oxygen Mix
Population: 39,000,000
Population Breakdown: 98% Baseline
Capital: Heliopolis
Type of Power: Independent
Infrastructure

History

The colony world of Helios saw its earliest beginnings as an outpost from which to launch exploration missions into the deep rim. Situated on the world of Helios 3, nicknamed Neferti, a low gravity world lush with a complex biosphere and extensive precursor dust deposits, the colony would harvest resources to build and maintain an expansive exploration fleet, and bring the wealth of discoveries back to the Core where they could be studied and profited from.

Nefer Today

The Nefer of the modern era is a nation dedicated to a capitalist-socialistic ideal, which melds the earning of resources on a personal level with a healthy safety net available to all residents of the state. This system, while not the height of engineered efficiency such as those used by the so named Magnates, has served Nefer well over the years, and encouraged a healthy trade industry. Given that it is hard to determine where Nefer's government ends and Pyramid Industries begins, Nefer is often stereotyped as a corporate pawn- little more than an industry with a vestigial civilian sector attached. However, this perception is hardly accurate- for while Pyramid is certainly a megacorporation worthy of the name, its operations for the past two decades have largely been fueled by a supreme patriotism and a dedication to its people. Between governmental safeguards, and a healthy optimism, Pyramid has yet to become in truth what it is stereotyped as by many.

To put it simply, Pyramid is the Business of the Government. They handle Nefer's civil service and contribute heavily to its military- although by necessity the military is not under the direct authority of the Board of Directors. If roads need to be laid down, it is Pyramid that handles the work. If new hulls need to be produced, it is the Pyramid Yards that handle the order. While Nefer has plenty of local corporations that vie for contracts and work, Pyramid operates in a market that is separate- to a degree, yet still indisputably linked. Their competitors are foreign governments and star spanning megacorporation, not that new fry franchise that's popped up in Sphere 12.

Military

Military Command students


Uniforms: The uniforms employed by the Nefertan military are an adaption of those used by Pyramid's exclusive military training institute, which serves as a prerequisite to actual military service. The uniforms are a blend of military service finery, as well as the more business oriented garb of Pyramid's civilian employees.

In order to allow for quick identification of roles and specialties, Pyramid assigns each department a specific colour. Those departments utilize that colour on the ties of their uniforms, indicating their specialty.

The most recent up to date Department to Colour information is as follows:

Command - Red
Science - Green
Tactical - Yellow
Medical - Blue
Civilian Authority - White/Other colours (See appendix III for details)
Unassigned - Black

Weapons of Pyramid Nefertan Slang