Taranis Sector

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Taranis Sector is the archetypal sector of the Reconstruction Era. A sector which saw the first worlds settled before the Republic, witness the following and corruption of the Republic, from its rise to democratic hope of mankind after the Fall of Earth to the AI menace, to a military empire that brutally centralized control and promoted ignorance among its subjects. In the wake of the Final War, it was the military caste of the Republic took over, the headliners who restored order and often took on mantles of overlordship that their former Senatorial masters held but never displayed. Now as time heals the wounds of the Final War, the Star League is rising, but is now meeting its first major challenge of what happens when the unworthy inherits a empire.

History Paths (Choose one for each Era)

Era 1:

First Disperate: Those fleeing from Lost Earth during the reign of the AIs. Such worlds are the oldest and most developed and history that predates even the Republic.
+10 Wealth

Early Republican Sponsored: Worlds colonized in accordance to the great settlement plans organized by the Colonial Beurax. Many worlds were often thinly disguised penal colonies or exiles for dissident groups in the forming Early Republic.
+10 Industry

Late Republic Fortress As the Republic decayed and the Star Patrol took increasing amount of control. Raiders from alien and other human polities threatened the spaceways. The Diaxian PLan was formed to settle fortress worlds to guard regions of space.
+1 Ancient Fortress
+3 Royal Mortarheads

Pirate World: Pirates the term used to describe most of the small independent free worlds of space not directly controlled by the Republic. Such worlds were often terraforming candidates or airless hellholes. They also resulted in merchants making do with less.
Trade Pool doubled.

Pleiadian World: The Republic was not the only major interstellar polity. The infamous and arcane Pleadians Empire competed with Republican colonists for worlds across the galaxy. Such worlds tend to be less industrialized but harmonious.
-10 Wealth / Industry
+5 Legitimacy gain a year
Psionic Trait

Era 2:

Scorched: Worlds deemed important enough to be neutralized but not important to take, often meet their fate at the end of the buster cannons. Vaporizing centuries of history in the process.
-10 W/I
2x Free Trait

Battlezone: Worlds that for whatever reason saw major ground offensives, were hellscape of constant reinforcements from both sides. The wrecks can still be found today and salvaged. +1000 Military

Conquered: The war was over shortly and the new occupying forces fortified heavily.
3 Ancient Fortresses
+500 military

Prospered: Some worlds just got very lucky, the war made them rich.
+20 Wealth/Industry

Era 3:

Noble Hero: In the chaos of the Final War, headliners found themselves isolated and on their own. Here the great majority of the great noble house was formed, in which the Patrolmen took the step from servant of the state to head of state.
+1 Royal Mortarhead
+1 Ancient Fortress

Collapse: Some worlds collapsed entirely. Only gelling around a central House later on their history Free trait

Merchant Republic: Some worlds the Headliners were puppets with those who had wealth.
+40 Wealth Industry
-5 Legitimacy every year

Bandit Lords: Some of the heroes were not so heroic. In jury rigged starships they raided the stars for loot among the bitter ashes of thousand dead worlds. +1500 Military
-Halved Legitimacy Gaines

Era 4:

Star League: Under Xiu Bai, Director-King of Haln, the Star League was formed from the willing and not so willing subservience to the House of Bai. Members military grow, but their citizens experienced peace and prosperity not seen since then.
+Doubled Legitimacy Gains when in Service to the League
+30 Wealth and Industry
+1000 Military
Member of the Star League

Colonial Empires: Those that escaped the attentions of the Star League found themselves crowded out of the local space and took advantage of the increase cheap long range jump drive and found that many clusters had worlds less advance then Taranis.
+1 Colonial Enterprise
+1000 military

Refusal War: The Star League expanded the most via peace, those who didn't want to bleed against the might of House Bai. Those that did banded together and fought several desperate holding actions. Buying themselves peace, but at what cost.
+5000 military

Pleiadian Invasions: The Blood Raiders showed up during this period, striking at random, and ransacking ancient ruins on planets. Sometimes they were driven off and ancient artifacts were found in the wreckage.
+1 Plot Ticket Item

Era 5:

Star League Successor: [Required if you took Star League in Era 4] With the death of Alyssa Bai on the frozen world of Souther's Hope, the Star League is threatening to become a shadow of itself. House Bai is ruled by a dillentate wastral more interested in women and wine then ruling, and the proud great houses are chaffing at bit either for freedom or to become the First Lord.
+2000 Military

The Sun Never Sets: The colonial empire has grown.
+500 Military
+5 Colonial Ventures

Retrenchment: Colonies are heavy things to carry and protect. Develop your home before going outward.
-1 Colonial Ventures (if Colonial Empire)
+80 Wealth/Industry

Late to the game: After being distracted by the Refusal Wars, the state now seeks to expand its own glories.
+2 Colonial Ventures
+1000 Military

Revenger: The Refusal Wars showed that the Star League can be never be trusted. They will be back and only preparing for war can we be saved. +2000 military