Difference between revisions of "Haydee Chronicles"

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Welcome onboard the Neo-Jovian frigate ''Haydée'', formerly the ''Juan Carlos IV'' of the Republic of Cygnus.  A relic of the Solarian War, the ship had been laid up for half a decade before being seized by a group of Neo-Jovian commandos.  A few short months of overhaul couldn't remotely put to right decades of hard use and poor maintenance, but nonetheless the renamed ''Haydée'' was launched.
+
Welcome onboard the Trinitan frigate ''Haydée'', formerly the ''Juan Carlos IV'' of the Republic of Sargon.  A relic of the Concord's civil war, the ship had been laid up for half a decade before being seized by a group of Trinity commandos.  A few short months of overhaul couldn't remotely put to right decades of hard use and poor maintenance, but nonetheless the renamed ''Haydée'' was launched.
  
===Pocket history of the Solarian Federation===
+
==Background==
The events that led to the creation of the Solarian Federation are often considered to have begun with the ''Falcon I'' expedition to Minerva and the course it charted for the inhabitants of Erde.  High resolution photography taken from the orbiting voidcraft confirmed not only the existence of the vast, ancient canal network but also discovered the Great Pyramids - ancient structures the size of mountains, presumably built by the same people who built the canals.  This electrified the world and accelerated the already-extant three-way 'space race' and within a decade, all three of the great powers had Minervan outposts with other, smaller nations racing for similar abilities.  It was what was found inside the Great Pyramids by Northern Coordinate Union explorers on the ''Falcon VI'' that truly changed history however.
+
===What has gone before===
 +
:It has been ninety-five years since the Emmerian Expeditionary Force emerged from an astral fold in Rubiconspace in an attempt to bring a long war to a close.
  
It had long been theorized and more recently confirmed that the clouds of glowing gas in the outskirts of the Solar system were vast streams of ether leading out to other stars, moreoever, ancient myths spoke of how humans had once sailed along themNo mechanism or technique had properly explained how to accomplish this feat though, despite several attempts over the preceeding decade.  Found inside the Great Pyramids were ancient starmaps and, even more excitingly, a number of enigmatic devices.  After long study it was determined that they could be used to open routes between stars, albeit at great energy cost.
+
:Eighty-five years since the Mastery of Suns finally extinguished, the EEF and its new allies having defeated the clone-satrapsThe subsequent decades saw the Emmerization of the former Mastery worlds, with the postwar Concord of Suns coming to represent many of the former Mastery worlds.
  
As the original discoverers the Northern Coordinate Union took the lead but it would be all but impossible to proceed alone and haltingly, the great powers came together in the goal of reaching the stars.  Industry and colonization began near the gas giant Jovis in order to take advantage of its energetic environment.  The entire process was to take a generation and then some, undisputably the largest megaproject in Solarian history.  At the culmination of this immense energies were directed to the mechanism and in a brilliant flash of light, the portal was opened.  Exploration found a marginally habitable world on the far side.  Unanticipated imperfections led to setbacks and isolations, but for every step back two were made forward.  The new age of colonization had begun.
+
:Sixty-two years ago a permanent treaty is finally signed between the Concord and the Vauzon Empire, the last and, for a generation, splintered remnant of the Mastery.
  
Over the next half-century the remaining devices were used to open a small network of star gates; at the same time methods to cross the etheric streams were developed and more worlds were discovered.  Some were habitable, more were not, a few had evidence of ancient habitation.
+
:Fifty-three years ago the Final War arrived at distant Emmeria and hundreds of Concord warships made the astral jump back to Emmeriaspace to relieve the home cluster, so difficult to reach by conventional means.
  
A few more were already inhabited.
+
:Fourty-four years ago, the first Cardo Front uprising shakes the Concord, hitting worlds as close to the capital as Malazkand before being stamped out.  Their target was, among others, to stop the activation of a Godspath between the Rubiconspace and Emmeriaspace to cross the River Melpomene.  This was unsuccessful, and limited but continuous contact was established between the EEF and its distant former home.
  
These planet-bound folk were of great interest to the Solarians; the most advanced of them wielded muskets and cannon, hardly a threat to combat jets, power armor and orbital bombers.  As such relations were surprisingly cordial - at least from the perspective of the SolariansMany academics wanted contact to be limited and controlled, but controlling access to entire planets was impossible and soon enough sophisticated Solarian goods could be found across known space and products began to flow from the 'Other' Worlds.  Kings, Caliphs and Viziers eagerly sought the patronage of powerful - or generous - Solarian states, willingly prostrating themselves to offworlders for greater temporal power.  Dangerous and destabilization ideologies also spread to these worlds, and in some the regime was changed to eliminate odious institutions such as slavery.  Perhaps most importantly, the Solarians discovered the practice of sorcery.  While vexingly Solarians seemed to have little aptitude for it, it nonethless validated ancient myths.
+
:Thirty-one years ago the Concord fought a two year civil war in several systems over the legality of succession and the excessive Emmerization of various high officesThe splittists called themselves the Free Suns and managed to blockade the Godspath for long enough to achieve a significant number of military victories, unfortunately for them, the blockade was eventually lifted and reinforcements from Emmeriaspace tipped the military balance against the Free Suns.
  
As the Expansion Era came to a close, Solarian explorers first encountered other spacefaring humans.  Long considered simply of a matter of time, this provoked excitement as opposed to surpriseMeeting other spacefarers led to new insights in various disciplines, most notably in star travel and sorcery.  Unfortunately, relations were hardly uniformly friendly and several small conflicts peppered the subsequent decades.  Worse yet - far worse - were genuinely alien intelligences, lurking in the deep darkness and inaccessible reaches of space-time.  The ancient Nephilim benefactors these were not.
+
:Twenty-nine years ago the Vauzon Empire formally aligned itself with the Concord as civil war was won, coinciding with a new wave of Alashiyan raids from Tiamat's ShroudIt is believed that this bolstering of Vauzon defense saw the Alyashans turn and throw their full strength against the UAN, ending in a mutual bloodbath and the effective extinction of the Alyashans.
  
Running parallel to this was the practice of human augmentation.  The intersection of technology and near-religious desire to follow in the footsteps of the Nephilim saw the development of many methods to 'improve' the lot of humanity, sometimes in rather unwise and exclusive ways.  At the centuriad of the opening of the first star gate Solarian society had became one with a clear stratum of enhancements ranging from the highly-enhanced near-superhumans to the poor baselinesIt was in this environment that the Solarian Federation was founded, the official blessing of a supranational government that avoided many of the flaws of earlier and less ambitious attempts.
+
:Twenty-five years ago the Gaelic Empire to the south succumbed to an internal succession war, exposing a host of border worlds formerly treated as neutrals and buffersConcord political influence moved into this new power vacuum.
  
 +
:Nineteen years ago the second Cardo Front uprising ignites, with multiple other insurgent and nationalist-revolutionary groups springing up over the following decade.  These various conflicts occurred in all corners of the former Mastery of Suns space.
  
 +
:Three years ago the Trinity Revolutionary Army broke the previous interval of quiet, unsuccessfully attempting once again to sever the Godspath to Emmeria space.  The survivors scattered to many corners of the Northern Leaf and the TRA's constituent groups split.
  
 +
===Trinity Revolutionary Army===
 +
:The Trinity Revolutionary Army is only the latest in the line of forces that have set themselves against the Concord of Stars over the past half-century, nor is it the only one still extant.  Made of up of three former national-revolutionary groups - hence the term trinity - their former unity has been sorely tested.  They have been licking their wounds in the aftermath of the Trinity War three years ago, with the Trinity high command trying to maintain a semblance of control over the three groups that are now starting to drift in their own seperate directions.
  
 +
====Cenote - Trinity HQ====
 +
:An old, metal-poor and geologically-dead inner rim world orbiting an orange primary, Cenote lost much of its atmosphere more than a billion years ago, resulting in the progressive loss of its oceans and the shutdown of most plate tectonics.  Today it has a disconnected set of hypersaline seas in the deepest parts of its former seabeds with the only breathable atmosphere in the now-empty ocean basins - the air pressure on the continents now comparable to the highest peaks on Earth, or worse.
 +
:The dry oceanic crust is mostly covered in thick, low-lying xenojungle, with vegetation being reduced to lichen-equivalents partway up the continental slope.  The continents proper barely have that, with thin air and minimal precipitation.  Unsurprisingly, the small human population lives in the ancient ocean beds, generally along the equator.  Temperature swings over the long days tend to be heavy.
 +
:Other than its geologic history, Cenote is unique in that it is host to the secret Trinity Revolutionary Army headquarters, known by its codename Monte Cristo.  Originally used as a bolthole and hiding place for gravity-resist ships in the numerous large lava tubes dotting the continents - legacy of mantle hotspots that erupted massive Olympus Mons sized volcanoes - these were eventually expanded and connected to form an underground base of surprising size, capable of housing all but the largest warships and complete with industrial-grade manufacturing equipment.
 +
:The Trinity has taken great pains to keep the existence of its HQ on Cenote secret, to the point of not allowing any contact between the local inhabitants and any but a few trusted agents and, more broadly, not even allowing most Trinity cells knowledge of its existence or location.  Care has been taken to conceal any communications from the planet to the several stealthed relay satellites in orbit, though the likelyhood of the simple civilian systems used by the inhabitants of Cenote intercepting or even being aware of low-sideband transmissions from Monte Cristo is unlikely.
 +
:The main purpose of the Monte Cristo facility is a combination of planning, training and manufacturing.  The delibate distance and isolation of Monte Cristo - not to mention the fragmentation of the movement - makes control of dispersed Trinity assets difficult and as a consequence the Monte Cristo facility is generally preoccupied with long-horizon planning, leaving tactical implementation to individual commanders.
  
===Combat Rules===
+
====Akkad Faction====
====Taking Actions====
+
Sword and Starship
::Roll 2D10 + skill + modifiers vs target number
 
:'''Rule of 10 - gunfire'''
 
::A 10 on a gunfire roll allows for another dice to be rolled; it also reduces the critical threshold (see below) by 1.
 
====Damage====
 
:'''Rule of 10 - damage'''
 
::A 10 on a damage dice means that a critical has occurred.  This number is modified by scaling (see below) and the rule of 10 - gunfire (see above)
 
::A modified value greater than 10 means that multiple 10s are required, with every additional 10 rolled increasing the effective critical roll by 1; two 10s will cause a single critical on threshold 11, three 10s at threshold 12, etc.
 
:Protection
 
::Protective measures reduce damage taken on a 1:1 basis BEFORE modifiers are applied (eg, scaling)
 
:Damage Thresholds
 
::Units have multiple damage thresholds.  Stress and Damage is inflicted is as per the highest threshold reached, but any added effects are cumulative with lower thresholds (if any)
 
::Minor: 1 Stress
 
::Major: 2 Stress, 1 Damage, Critical roll
 
::Vital 3 Stress, 3 Damage, Vital Critical roll
 
:Stress & Damage
 
::Units accumulate Stress as they take weapon hits; this covers minor damage, items knocked out of alignment, crew casualties, etc. 
 
::Damage is related, but covers more severe damage, elimination of backup systems, etc.
 
::The primary difference is that Stress can be removed via actions while Damage is permanent (at least in battlefield terms)
 
::Stress floats 'above' Damage on the damage track, and as Damage is taken, Stress icons are converted to Damage icons.
 
::Stress icon: /
 
:Damage Track
 
::As stress or damage accumulates, the structure track is filled up.  At certain points (normally every 10), a critical roll is applied.  If the structure track is entirely filled up by stress, the unit is nonfunctional if (marginally) salvageable.
 
::Every point of stress or damage taken when a unit has a full structure track converts one point of stress to one point of damage.  Once the structure track is entirely full of damage, the unit is blown into confetti.
 
:Component Damage
 
::Components (engines, etc) have their own stress tracks which are generally much shorter and have defined effects as stress/damage is applied.  A component that has a full stress bar is entirely offline.
 
::Stress on components can be removed as normal, but damage is (tactically) permanent.  For every point of stress a component takes once its stress track is full, convert one point of stress to damage.
 
::A component that has its stress track full of damage is nothing but scrap and will need to be entirely replaced, or see so much repair work that it would be effectively replaced.
 
  
====Scaling====
+
:The Akkad Faction is primarily made up of individuals from the far north, mostly from the various independents that were long raided by the Alashiyans and now under the political sway of the Concord.  They emphasise martial and melee skill along with spellcasting, using a grab-bag of equipment sourced from the former UAN, Vauzon and the Alashiyans.
:Moving up or down relative scales moves the offense/protection and accuracy/evasion bonuses in opposite directions; larger guns/targets are more powerful/tougher but easier to hit/less accurate and vice versa.
 
:Scaling also adjusts the rule of 10 for damage; Modify the critical threshold by 1 per weapon scale difference (positive or negative)
 
:Critical scaling
 
::When critical hits inflict damage or stress, the scale diffence modifies the amount taken by +/- 1 point each per stage difference - larger weapons will inflict more punishing criticals on smaller components.
 
  
====Component Rules====
+
====Second Interstellar Fleet of Freedom====
:Shields
+
Heavy Metal
::Shields are a protection system and as such, weaken all weapon attacks uniformly.
+
 
::Shields have two stress tracks; a component track which represents the physical integrity and operation of the generator(s) and a bubble track which represents the shield bubble proper.
+
:Largest of the Trinity's three main military groups, the 'Second Fleet' as it is popularly known is a mobile fleet based force and is made up of several disparate military and paramilitary groups that have came together in opposition to the Concord.  Most notable is the remnants of the Free Suns fleet, much of which fled into hinterspace instead of obeying the recall order at the end of the war.  The Second Fleet has the most military assets with a broad assortment of warships and mobile weapons spanning over half a century and multiple different states and sources.
::The bubble track is filled up every time an attack is successfully strikes the shielded target and penetrates the shield
+
 
::The amount of bubble stress taken defaults to 2 but is doubled or halved for every weapon superiority or inferiority stage - this means small weapons will find it difficult or impossible to bring down strong shields.
+
====Alliance against Imperialism====
::Accumulated bubble stress will progressively reduce the effectiveness of shields; at full bubble stress the shield is temporarily offline until it is rebubbled, which removes all bubble stress.
+
Infospace
::Shields that are online will steadily remove stress every turn as they regenerate; shields that are offline due to a full bubble track do not regenerate and must be rebubbled.
+
 
::Destabilizers attack the energetic structure of the shield itself and inflict damage, not stress; this can only be removed by deactivating the shield and then rebubbling.
+
:The smallest of the 'big three' members of the Trinity Revolutionary Army, the Alliance against Imperialism is publically committed to the elimination of imperialism in all its forms.  Informally it was a front for the promotion of socialist revolutions in the near abroad, though much of the economic ideology has been replaced by straight populism.  Equipped with advanced weapons sourced from the south, the Alliance is also rumored to use various human enhancement technologies for its small cadre of pilots.
 +
 
 +
===Antagonists===
 +
====The Concord of Suns====
 +
:A century ago the Emmerian Expeditionary Force called themselves heroes, appearing to throw down the corrupt and arbitrary rulers of the Mastery of Suns, replacing it with the egalitarian and fair Concord.  So says the official histories.  Today, the media says that they're a force for stability, protecting the downtrodden and maintaining peace in a continually roiling galaxy.
 +
:This may even be right, but in practice surprisingly little has changed from the era of the Masters.  The leaders are not enigmatic figures, there is democracy instead of autocracy and there is nominal mobility to even the highest ranks, but for those '''in''' the Mastery, life has simply continued on.
 +
:For all that the EEF went native upon arriving in Rubicon, the marriage of crusading militarism and laissez-faire artisanism backed by unquestioningly loyal clone-satraps has been an uneasy one.  While Rubicon's cossetted civilization has undoutedly been revitalized by the addition of the EEF, other sectors of the Mastery have occasionally chafed under new and sometimes unacceptable dictates.  Fundamentally, political power in the Concord is split between several groups of elites; the Expeditionary Rubicans, the Emmerian Loyalists, the Concord Consensus, the Continualists to name the most signficant.  The friction between these groups - most notably between the first two and last two - led to a messy civil conflict that spilled into open war with repercussions lasting to the current day.  Furthermore, actual trust in the Concord's democracy is low and on the top level is effectively a one-party state due to the inability of any other parties to give the ruling clique more than temporary and nominal electoral setbacks.
 +
:The crusading roots of the EEF has also instituted a 'might makes right' philosophy in the Concord.  While hardly using the proverbial bazooka to swat a fly, the Concord as a whole is a state that was founded on military victory; the velvet over the iron gauntlet is very thin. This has caused as many problems as it has solved.
 +
 
 +
====The Vauzon Empire====
 +
:The final and most ambitious conquest of the Mastery, the Vauzon Empire sits to the north-west of the Concord.  Brought under the sway of the Mastery at the same time as the EEF was warring on the Mastery's core, what was to become the Vauzon empire eventually struck a ceasefire with the nascent Concord at the end of the decade-long war.
 +
:As unlikely as it seemed at the time, the Concord and Vauzon eventually achived raprochement and in the current era they are solid allies, forming a military alliance stretching right from the River Melpomene to Hinterspace.
 +
:Prone to expeditionary militarism on its frontiers, the Vauzon Empire has added several minor systems over the years and is likely they will do so again in the future.
 +
 
 +
====Concord Associates====
 +
:A number of small states on the border that have aligned with the Concord for various reasons.
 +
'''Republic of Sargon'''
 +
:A single-system republic on the Hinterwards side of the Concord, the Republic of Sargon is weak and somewhat dysfunctional, propped up by various forms of aid from the Concord.  A small Concord base supports long-range patrols, with the locals having a mix of old UAN gear and only somewhat never Concord equipment.
 +
 
 +
===Involved Neutrals===
 +
====The UAN====
 +
:Having suffered heavy losses during the Third Alashiyan War, the UAN was forced to abandon many of its peripheral worlds in the wartime and postwar winnowing.  Some of these have been taken into the Concord's orbit, which has spurred both remilitarization and efforts to reform the moribund UAN into a power that can again properly stand up to the Concord.
 +
:It is no secret that significant quantities of UAN weaponry have ended up in the hands of various anti-Concord militant groups.  Perhaps the only reason that the Concord has not responded more strenuously to this is the difficulty in determining if these were sold under government auspices or simply 'lost' for personal profit out of the groaning stockpiles of obscelescent UAN hardware spread across half a dozen star systems.  The sheer amount of materiel remaining after the war has made any thorough inventory almost impossible, particularly for munitions, and there is probably sufficient unaccounted hardware spread across various battlefields to outfit (albeit poorly) an entire battle squadron with everything save the warship hulls themselves.
 +
 
 +
====Xannis & COMINSTEL====
 +
 
 +
 
 +
====Thetis====
 +
 
 +
 
 +
====Imperial Moldoveanu====
 +
 
 +
 
 +
====Santo Ouro====
 +
 
 +
 
 +
===Others===
 +
 
 +
==Character Generation==
 +
This is just a sketch!
 +
 
 +
===Heritages===
 +
There is a much greater variety of people than the simple cosmetic differences in skin or hair color.  The Dawn Era was a time of several millenia-long breeding programs; even centuries later the fruits of these still exhibit unusual strengths.  Some have also been guidelines for more modern attempts to either return them to ancient potency or develop entirely new ones de novo.
 +
 
 +
'''Orthodox Human'''
 +
:Skin color, hair color, eye color, height, weight, athletic, mental and etheric abilities are all 'normal'; orthodox humans are the primordial stock from which other human heritages are derived and still make up the bulk of known space.  Many have been touched by Dawn Era programs, with many alive today living without worry of genetic diseases, wisdom teeth, myopia or other unfortunate foibles thanks to ancient efforts to improve the 'sorry lot of man'.  Others have slightly more obvious heritage, such as unusual hair colors, pointed ears, etc.  All that aside, orthodox humans are fundamentally, statistically homogeneous.
 +
*Bonus to Pluck
 +
*Most humans in the Northern Leaf (and elsewhere) are orthodox humans.
 +
 
 +
'''True Atlantean'''
 +
:Atlantis was a mageocracy for its entire history, and one with a sharp divide between True (or sometimes Ancient) Atlantis which exercised all sovereign power and its numerous satraps, or Greater Atlantis.  It was possible to socially climb from the latter to the former, or sometimes fall the opposite direction, but the two did not mix casually.  While the inner workings of True Atlantis remain esoteric and often unknown to this day, it is no secret that one of the main preoccupations of the Atlantean population was the creation of ever more powerful mages.
 +
:True Atlanteans are direct descendants of these arcane breeding programs, not the common folk of Greater Atlantis who were by and large orthodox humans.  True Atlanteans have significantly improved ether retention and often show a particular talent for magic.  On the more physical end of things True Atlanteans are almost universally tall and with less sexual dimorphism than the human norm.
 +
*Bonus to magic and ether
 +
*While the Northern Leaf was home to several antideluvian Atlantean satraps, True Atlateans are rare even in this part of known space and more commonly they are the fruits of experiments to replicate their powers; cyber-newtypes, designer children, etc.
 +
 
 +
'''Dia Lyonessan'''
 +
:Lyonesse has a long and storied history of mingling with beings from the astra; notorious as witches when such beings were still feared as demons, the ancient Lyonessans and their fellows sought the power of the astra.  They bound these beings to themselves willingly or unwillingly, traded mental, physical and sexual favors and even embraced them as parents to their children.  These wild and sometimes feckless adventures led to many things, but one difference between Lyonesse and other similar witches - and in part why Lyonesse became a great power - is that the men and women of Lyonesse never mistook ''embracing'' the other with ''becoming'' the other.
 +
:As Lyonesse expanded and shifted from an ethnic signifier to a cultural one, care was taken to fix traits deemed collectively important.  In parallel, the quest for power or other advantages became an artistic, aesthetic one.  Various aesthetically pleasing traits became sought-after and other, more subtle aspects were propagated through the Lyonessan pan-diaspora.  The Dia Lyonessans are the archetypical Lyonessan and commonly have various inhuman but attractive changes, often of a fanciful take.  In addition, the silver blood of the astra has given Dia Lyonessans an uncanny ability to sense flows of ether.
 +
*Bonus to socialization and navigation
 +
*In addition to Thetis which is mostly Dia Lyonessan, various pockets of Dia Lyonessans exist in places such as Samara, Larsan's World and Belet-Seri.
 +
 
 +
'''Alfar/Dokkar'''
 +
:An ancient offshoot of humanity, the Alfar/Dokkar are colloquially known as 'elves' today.  Lacking some of the more otherworldly traits of the Dia, the elves share similar origins with Lyonessans.  Often existing alongside
 +
 
 +
'''Prime Murian'''
 +
:Captain America!
 +
:MMO dimorphism?
 +
*Large physical and related bonuses.  Also probably very good looking.

Revision as of 14:21, 2 December 2016

Welcome onboard the Trinitan frigate Haydée, formerly the Juan Carlos IV of the Republic of Sargon. A relic of the Concord's civil war, the ship had been laid up for half a decade before being seized by a group of Trinity commandos. A few short months of overhaul couldn't remotely put to right decades of hard use and poor maintenance, but nonetheless the renamed Haydée was launched.

Background

What has gone before

It has been ninety-five years since the Emmerian Expeditionary Force emerged from an astral fold in Rubiconspace in an attempt to bring a long war to a close.
Eighty-five years since the Mastery of Suns finally extinguished, the EEF and its new allies having defeated the clone-satraps. The subsequent decades saw the Emmerization of the former Mastery worlds, with the postwar Concord of Suns coming to represent many of the former Mastery worlds.
Sixty-two years ago a permanent treaty is finally signed between the Concord and the Vauzon Empire, the last and, for a generation, splintered remnant of the Mastery.
Fifty-three years ago the Final War arrived at distant Emmeria and hundreds of Concord warships made the astral jump back to Emmeriaspace to relieve the home cluster, so difficult to reach by conventional means.
Fourty-four years ago, the first Cardo Front uprising shakes the Concord, hitting worlds as close to the capital as Malazkand before being stamped out. Their target was, among others, to stop the activation of a Godspath between the Rubiconspace and Emmeriaspace to cross the River Melpomene. This was unsuccessful, and limited but continuous contact was established between the EEF and its distant former home.
Thirty-one years ago the Concord fought a two year civil war in several systems over the legality of succession and the excessive Emmerization of various high offices. The splittists called themselves the Free Suns and managed to blockade the Godspath for long enough to achieve a significant number of military victories, unfortunately for them, the blockade was eventually lifted and reinforcements from Emmeriaspace tipped the military balance against the Free Suns.
Twenty-nine years ago the Vauzon Empire formally aligned itself with the Concord as civil war was won, coinciding with a new wave of Alashiyan raids from Tiamat's Shroud. It is believed that this bolstering of Vauzon defense saw the Alyashans turn and throw their full strength against the UAN, ending in a mutual bloodbath and the effective extinction of the Alyashans.
Twenty-five years ago the Gaelic Empire to the south succumbed to an internal succession war, exposing a host of border worlds formerly treated as neutrals and buffers. Concord political influence moved into this new power vacuum.
Nineteen years ago the second Cardo Front uprising ignites, with multiple other insurgent and nationalist-revolutionary groups springing up over the following decade. These various conflicts occurred in all corners of the former Mastery of Suns space.
Three years ago the Trinity Revolutionary Army broke the previous interval of quiet, unsuccessfully attempting once again to sever the Godspath to Emmeria space. The survivors scattered to many corners of the Northern Leaf and the TRA's constituent groups split.

Trinity Revolutionary Army

The Trinity Revolutionary Army is only the latest in the line of forces that have set themselves against the Concord of Stars over the past half-century, nor is it the only one still extant. Made of up of three former national-revolutionary groups - hence the term trinity - their former unity has been sorely tested. They have been licking their wounds in the aftermath of the Trinity War three years ago, with the Trinity high command trying to maintain a semblance of control over the three groups that are now starting to drift in their own seperate directions.

Cenote - Trinity HQ

An old, metal-poor and geologically-dead inner rim world orbiting an orange primary, Cenote lost much of its atmosphere more than a billion years ago, resulting in the progressive loss of its oceans and the shutdown of most plate tectonics. Today it has a disconnected set of hypersaline seas in the deepest parts of its former seabeds with the only breathable atmosphere in the now-empty ocean basins - the air pressure on the continents now comparable to the highest peaks on Earth, or worse.
The dry oceanic crust is mostly covered in thick, low-lying xenojungle, with vegetation being reduced to lichen-equivalents partway up the continental slope. The continents proper barely have that, with thin air and minimal precipitation. Unsurprisingly, the small human population lives in the ancient ocean beds, generally along the equator. Temperature swings over the long days tend to be heavy.
Other than its geologic history, Cenote is unique in that it is host to the secret Trinity Revolutionary Army headquarters, known by its codename Monte Cristo. Originally used as a bolthole and hiding place for gravity-resist ships in the numerous large lava tubes dotting the continents - legacy of mantle hotspots that erupted massive Olympus Mons sized volcanoes - these were eventually expanded and connected to form an underground base of surprising size, capable of housing all but the largest warships and complete with industrial-grade manufacturing equipment.
The Trinity has taken great pains to keep the existence of its HQ on Cenote secret, to the point of not allowing any contact between the local inhabitants and any but a few trusted agents and, more broadly, not even allowing most Trinity cells knowledge of its existence or location. Care has been taken to conceal any communications from the planet to the several stealthed relay satellites in orbit, though the likelyhood of the simple civilian systems used by the inhabitants of Cenote intercepting or even being aware of low-sideband transmissions from Monte Cristo is unlikely.
The main purpose of the Monte Cristo facility is a combination of planning, training and manufacturing. The delibate distance and isolation of Monte Cristo - not to mention the fragmentation of the movement - makes control of dispersed Trinity assets difficult and as a consequence the Monte Cristo facility is generally preoccupied with long-horizon planning, leaving tactical implementation to individual commanders.

Akkad Faction

Sword and Starship

The Akkad Faction is primarily made up of individuals from the far north, mostly from the various independents that were long raided by the Alashiyans and now under the political sway of the Concord. They emphasise martial and melee skill along with spellcasting, using a grab-bag of equipment sourced from the former UAN, Vauzon and the Alashiyans.

Second Interstellar Fleet of Freedom

Heavy Metal

Largest of the Trinity's three main military groups, the 'Second Fleet' as it is popularly known is a mobile fleet based force and is made up of several disparate military and paramilitary groups that have came together in opposition to the Concord. Most notable is the remnants of the Free Suns fleet, much of which fled into hinterspace instead of obeying the recall order at the end of the war. The Second Fleet has the most military assets with a broad assortment of warships and mobile weapons spanning over half a century and multiple different states and sources.

Alliance against Imperialism

Infospace

The smallest of the 'big three' members of the Trinity Revolutionary Army, the Alliance against Imperialism is publically committed to the elimination of imperialism in all its forms. Informally it was a front for the promotion of socialist revolutions in the near abroad, though much of the economic ideology has been replaced by straight populism. Equipped with advanced weapons sourced from the south, the Alliance is also rumored to use various human enhancement technologies for its small cadre of pilots.

Antagonists

The Concord of Suns

A century ago the Emmerian Expeditionary Force called themselves heroes, appearing to throw down the corrupt and arbitrary rulers of the Mastery of Suns, replacing it with the egalitarian and fair Concord. So says the official histories. Today, the media says that they're a force for stability, protecting the downtrodden and maintaining peace in a continually roiling galaxy.
This may even be right, but in practice surprisingly little has changed from the era of the Masters. The leaders are not enigmatic figures, there is democracy instead of autocracy and there is nominal mobility to even the highest ranks, but for those in the Mastery, life has simply continued on.
For all that the EEF went native upon arriving in Rubicon, the marriage of crusading militarism and laissez-faire artisanism backed by unquestioningly loyal clone-satraps has been an uneasy one. While Rubicon's cossetted civilization has undoutedly been revitalized by the addition of the EEF, other sectors of the Mastery have occasionally chafed under new and sometimes unacceptable dictates. Fundamentally, political power in the Concord is split between several groups of elites; the Expeditionary Rubicans, the Emmerian Loyalists, the Concord Consensus, the Continualists to name the most signficant. The friction between these groups - most notably between the first two and last two - led to a messy civil conflict that spilled into open war with repercussions lasting to the current day. Furthermore, actual trust in the Concord's democracy is low and on the top level is effectively a one-party state due to the inability of any other parties to give the ruling clique more than temporary and nominal electoral setbacks.
The crusading roots of the EEF has also instituted a 'might makes right' philosophy in the Concord. While hardly using the proverbial bazooka to swat a fly, the Concord as a whole is a state that was founded on military victory; the velvet over the iron gauntlet is very thin. This has caused as many problems as it has solved.

The Vauzon Empire

The final and most ambitious conquest of the Mastery, the Vauzon Empire sits to the north-west of the Concord. Brought under the sway of the Mastery at the same time as the EEF was warring on the Mastery's core, what was to become the Vauzon empire eventually struck a ceasefire with the nascent Concord at the end of the decade-long war.
As unlikely as it seemed at the time, the Concord and Vauzon eventually achived raprochement and in the current era they are solid allies, forming a military alliance stretching right from the River Melpomene to Hinterspace.
Prone to expeditionary militarism on its frontiers, the Vauzon Empire has added several minor systems over the years and is likely they will do so again in the future.

Concord Associates

A number of small states on the border that have aligned with the Concord for various reasons.

Republic of Sargon

A single-system republic on the Hinterwards side of the Concord, the Republic of Sargon is weak and somewhat dysfunctional, propped up by various forms of aid from the Concord. A small Concord base supports long-range patrols, with the locals having a mix of old UAN gear and only somewhat never Concord equipment.

Involved Neutrals

The UAN

Having suffered heavy losses during the Third Alashiyan War, the UAN was forced to abandon many of its peripheral worlds in the wartime and postwar winnowing. Some of these have been taken into the Concord's orbit, which has spurred both remilitarization and efforts to reform the moribund UAN into a power that can again properly stand up to the Concord.
It is no secret that significant quantities of UAN weaponry have ended up in the hands of various anti-Concord militant groups. Perhaps the only reason that the Concord has not responded more strenuously to this is the difficulty in determining if these were sold under government auspices or simply 'lost' for personal profit out of the groaning stockpiles of obscelescent UAN hardware spread across half a dozen star systems. The sheer amount of materiel remaining after the war has made any thorough inventory almost impossible, particularly for munitions, and there is probably sufficient unaccounted hardware spread across various battlefields to outfit (albeit poorly) an entire battle squadron with everything save the warship hulls themselves.

Xannis & COMINSTEL

Thetis

Imperial Moldoveanu

Santo Ouro

Others

Character Generation

This is just a sketch!

Heritages

There is a much greater variety of people than the simple cosmetic differences in skin or hair color. The Dawn Era was a time of several millenia-long breeding programs; even centuries later the fruits of these still exhibit unusual strengths. Some have also been guidelines for more modern attempts to either return them to ancient potency or develop entirely new ones de novo.

Orthodox Human

Skin color, hair color, eye color, height, weight, athletic, mental and etheric abilities are all 'normal'; orthodox humans are the primordial stock from which other human heritages are derived and still make up the bulk of known space. Many have been touched by Dawn Era programs, with many alive today living without worry of genetic diseases, wisdom teeth, myopia or other unfortunate foibles thanks to ancient efforts to improve the 'sorry lot of man'. Others have slightly more obvious heritage, such as unusual hair colors, pointed ears, etc. All that aside, orthodox humans are fundamentally, statistically homogeneous.
  • Bonus to Pluck
  • Most humans in the Northern Leaf (and elsewhere) are orthodox humans.

True Atlantean

Atlantis was a mageocracy for its entire history, and one with a sharp divide between True (or sometimes Ancient) Atlantis which exercised all sovereign power and its numerous satraps, or Greater Atlantis. It was possible to socially climb from the latter to the former, or sometimes fall the opposite direction, but the two did not mix casually. While the inner workings of True Atlantis remain esoteric and often unknown to this day, it is no secret that one of the main preoccupations of the Atlantean population was the creation of ever more powerful mages.
True Atlanteans are direct descendants of these arcane breeding programs, not the common folk of Greater Atlantis who were by and large orthodox humans. True Atlanteans have significantly improved ether retention and often show a particular talent for magic. On the more physical end of things True Atlanteans are almost universally tall and with less sexual dimorphism than the human norm.
  • Bonus to magic and ether
  • While the Northern Leaf was home to several antideluvian Atlantean satraps, True Atlateans are rare even in this part of known space and more commonly they are the fruits of experiments to replicate their powers; cyber-newtypes, designer children, etc.

Dia Lyonessan

Lyonesse has a long and storied history of mingling with beings from the astra; notorious as witches when such beings were still feared as demons, the ancient Lyonessans and their fellows sought the power of the astra. They bound these beings to themselves willingly or unwillingly, traded mental, physical and sexual favors and even embraced them as parents to their children. These wild and sometimes feckless adventures led to many things, but one difference between Lyonesse and other similar witches - and in part why Lyonesse became a great power - is that the men and women of Lyonesse never mistook embracing the other with becoming the other.
As Lyonesse expanded and shifted from an ethnic signifier to a cultural one, care was taken to fix traits deemed collectively important. In parallel, the quest for power or other advantages became an artistic, aesthetic one. Various aesthetically pleasing traits became sought-after and other, more subtle aspects were propagated through the Lyonessan pan-diaspora. The Dia Lyonessans are the archetypical Lyonessan and commonly have various inhuman but attractive changes, often of a fanciful take. In addition, the silver blood of the astra has given Dia Lyonessans an uncanny ability to sense flows of ether.
  • Bonus to socialization and navigation
  • In addition to Thetis which is mostly Dia Lyonessan, various pockets of Dia Lyonessans exist in places such as Samara, Larsan's World and Belet-Seri.

Alfar/Dokkar

An ancient offshoot of humanity, the Alfar/Dokkar are colloquially known as 'elves' today. Lacking some of the more otherworldly traits of the Dia, the elves share similar origins with Lyonessans. Often existing alongside

Prime Murian

Captain America!
MMO dimorphism?
  • Large physical and related bonuses. Also probably very good looking.