Discussion about the 5 Kingdoms

 
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Delta Cluster

Fri Jun 23, 2006 11:12 pm

Uhlani Republic
TL 7

Over a thousand years ago, many of the habitable worlds in this region of the Galaxy were settled or controlled by the Uhlani Republic. Sadly, the Uhlani are a dying race; they have become so wealthy and decadent that the classical values that made them a strong, expansionist race are gone. Those Uhlani that are left are doomed to a long, slow decline.

The Uhlani themselves are a non-humanoid race resembling large Terran jellyfish. Uhlani biology produces lighter-than-air gases as a by-product of their metabolism, allowing the Uhlani to float in most standard atmospheres. Uhlani have little tolerance for personal danger and often use their superior technology or client races to handle the day-to-day menaces of running the remnants of the Republic. (Note: The common, derogatory nickname for the Uhlani is 'gasbags', though it is unwise to call them such in their hearing)

The Uhlani have a long tradition of employing client races. Since the Uhlani themselves are phsyically unsuited to most manual labor and combat, they have become skillful at raising up primitive races to do their bidding, or adopting other spacefaring races into the Republic. In the Delta cluster, most of the Uhlani Republic's client peoples are humans who take being part of the Republic very seriously. Centuries ago, client races would never have been allowed positions of power or influence, but withn the last few hundred years, more and more humans or other client species have risen to postions of authority.

The Uhlani colonies in the Delta cluster are by no means the heart of the Republic. They are a colonial outpost set to watch over this area of the Galaxy in trust for the sprawling might of the whole Republic.

The Uhlani are led by the office of the Viceroi, the elected absolute ruler of this region of the Republic. Uhlani society is divided into Houses; family groups who maintain landholdings or entire worlds. The relationships between the Houses is complex and byzantine. Most clients serve their house directly. Uhlani have a great love of color and ceremony, and are famous for both their own fashion tastes and the uniforms they devise for the clients of their House.

Most other races and governments in the area regard the Uhlani is a useful (and slightly dangerous) nuisance. They lord their high technology and 'highly evolved culture' over their neighbors, insisting that they have the right to levy taxes, patrol trade routes, and otherwise interfere with the business of everyone they encounter. On the other hand, with no FTL communications between star systems, the Uhlani run a massive network of courier ships and an interstellar news agency (with a strong Uhlani bias, of course). They also own a majority of jumpgates and can be relied upon to repair damaged gates (to facilitate trade).

The Uhlani have advanced warships compared to most of the other powers, including artificial gravity. The backbone of their fleet are their massive Highliners, huge super-carriers capable of supporting cruisers and smaller warships as a normal carrier would fighters. Highliners are not suited to direct combat and serve more of a mothership role. Uhlani cruisers and other craft never have jump engines, thereby saving weight and power for combat cabability.

The Republic is confined to six major worlds in the Delta cluster, all heavily settled planets that resemble parks surrounding the tastefully designed cities. The seat of the Viceroi, Chamavi, is the most heavily populated of the Uhlani worlds. The others, Bructeri, Ampsivarii, Tenctari, Salisia, & Chatti, are all imitations of Chamavi. Humans have a large presence on all these worlds, though of course enclaves of Uhlani and the seats of the great houses are the centers of power. The Uhlani are not limited to these worlds alone, claiming hundreds of abandoned systems and maintaining a few dozen diminishing colonies and lonely outposts.
Last edited by Wolfgod on Thu Jun 29, 2006 4:17 pm, edited 5 times in total.
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Sat Jun 24, 2006 12:47 pm

The Sovereign Worlds

This small cluster of neighboring solar systems have formed a very loose mutual-defense and free trade pact. They occasionally maintain short-term agreements with the Outback Alliance and other nearby autonomous regions, though normally these are limited to free trade or non-aggression treaties. The Sovereigns have no central government as such, but have bilateral and multilateral talks whenever business affecting more than one member world must be dealt with.

Astarte
TL 6

The warm, pleasant world of Astarte is the base of a system-wide free trade zone. The government of Astarte is a Oligarchy composed of powerful, family-owned corporations. These 'government' corporations provide law and order, security, and certain basic civil services (paid for by fees for said services) and little else. Because trade is the life-blood of Astarte, the laws binding trade agreements and the protection of life and property are rigidly enforced, but very little else is covered under local law.

The resident population of Astarte is mostly standard human, with a very large transient population of humans and other races.

The great attraction to Astarte is that almost anything is legal here, and due to the volume of traffic from the nearby Uhlani worlds, the Seven Sisters, and the other Sovereign worlds, almost anything can be found here.

The Uhlani once claimed Astarte as part of the Republic, and have made several attempts to bring them back under their dominion in the last five hundred years. Several have been temporarily successful, but the Astartes usually rebel and return to their mercantile ways. Relations between the Uhlani and Astarte is hostile at best.

Astartes ships are usually gunship to corvette sized, used mainly for patrol work. They offer a bewildering array of transport vessels of all sizes and purposes. Several larger classes of warships are maintained, often models purchased from the Makali or Isaa.

Relations with other worlds are generally neutral with the exception of the Uhlani. The Astarte government is only really friendly with the Outback Alliance, who provide them with significant trade opportunities and mutual defense treaties with few other obligations.

Makali II & III
TL 6

The twin worlds of the Makali system are home to the Sri, a race rumored to have been heavily influenced by the heavyworlder Etheradi. The Sri have a somewhat rigid society . Their government is a Stratocracy (rule by the military) with heavy religious influence.

Makali II is a small, sub-optimal Terran type world, cloudly with heavy rainfall. The planet has a very high population density in the equatorial cities, but is not self-supporting and requires regular food imports from offworld.

Makali III is a large, mineral rich Terran-type world, which the Sri have spent centuries terraforming. The planet is very heavily populated to the north and south of the eqatorial hot zone, with large areas of fertile cropland spanning the planet's equator. Makali III is unusual in having a single, large continent and two 'ring' oceans between the polar icecaps and the central landmass.

Sri resemble closely resemble humans, but are obviously a sub-species adapted or improved by an outside force, suspected to be the Etheradi (use the celestial template).

The Sri have a four thousand year history as mercenaries; first among their own warlords, then serving the Etheradi, and finally serving as shock troops for other races in their wars. While hardly a homicidal species, the Sri are well apapted physically and psychologically to warfare. As such, their primary exports are munitions, warships, & warriors. On the negative side, the Sri are divided into thousands of Clans, each clan owing a complex web of fealty oaths to other Clans and Clan leaders. The Clans often fight among themselves (using limited rules of engagement, such as not fighting in cities and no WMD, and so forth). The Sri have a saying - if more than fifty Sri could band together without choosing up sides and fighting among themselves, the Sri would rule the galaxy.

While both Makali II and III are colonized, the Sri have also settled most other major celestial bodies in their solar system, and have outposts and small colonies in a handful of nearby systems. Both of the terran-like planets are home to large populations and training grounds; while the major shipyards and heavy industrial facilities are constructed on or orbiting the hundred moons surrounding the Makali system's three gas giants. Additionally, the religious orders of Sri society have temples on these moons. Though their religion is quite secretive, it seems that the Sri worship or commune with, in some way, the Etheradi who dwell on the gas giants.

The Etheradi are a reticent, shy race who seem to prefer living in the crushing gravity of medium to large gas giants. They have seldom seen and little understood technology that seems quite advanced. The numbers of their kind, how many gas giants they dwell on, or their attitudes towards other non-Sri races are uknown.

Sri in the Makali system are referred to as 'Makali Sri' or just Makali as there are several Sri splinter colonies spread around the area, including one under Uhlani control.

Sri warships are small, fast, and powerful, stressing speed and maneuverability over size or armor. They lack artificial gravity and are too small for spin-sections. They never equip their line warships with jump engines, preferring to leave that role to larger, slower vessels like carriers and command ships (of which there are very few). The Sri are major exporters of warships, however, and often design and build according to the specifications of customers like the Astarte or the Outback Alliance.

The Makali Sri have generally poor relations with most other governments. Their relationship with the Astarte and Isaa is fairly strong, based on mutually profitable trade and long-standing mercenary contracts. Most other governments are considered neutral or potentially hostile. The Uhlani are considered annoying but not really threatening. Sri have a racial dislike of Acai Maj, who bear an uncanny resemblance to the devils of Makali religion.

Isaa
TL 6

More than once, the Isaa system has been the site of enormous space battles. Several ancient jumpgates (of pre-Ulhani manufacture) drift at the outer reaches of the system, alongside newer gates built by other races. Thousands of derelict ships litter the binary system, which has only a single small terraformed planet and large fields of asteroids and solar dust rings, all shepherded along by a brown dwarf at the outer boundary of the system.

The current occupants of the Isaa system are not the first group to have inhabited the system. The cities of the current Isaans are built atop the ruins of other civilizations, and those atop still others. The current residents are a small race of humanoids (use halfling template) who have excellent technical skills.

The Isaans arrived through one of the ancient jumpgates (they have a considerable schism among their historians concerning which one) seven hundred years ago. According to their history, they were fleeing a numerous and powerful alien race from their home region of the Galaxy (at least they assume they are in the same galaxy) which had already driven them from their homeworld and colonies. They had placed all their hope in the construction of a few massive vessels which took their remaining people on an exodus across the stars.

When they arrived in the Delta Cluster, the Isaans were exhausted. The collection of ships in the Isaa graveyard and the habitable world beckoned. They settled in the system, dismantled all but one of their great colony ships, and began to scavenge and reverse-engineer the relics that abounded in the system.

The Isaans currently thrive as a construction, salvage, and repair center. Though the Sri build excellent warships, the Isaans have a knack for upgrades and modifications, and build some excellent vessels themselves.

Due to their small size, Isaans are heavy proponents of powered armor and lightweight mecha.

The only planet in the system, Isaa Prime, is an old world which has been extensively terraformed. While the world is mineral poor and slightly cooler than Terran norms, it is wealthy in artifacts and salvage. The planet has three main continents, two of which are heavily settled.

The Isaa cannot be said to have a consistent ship type. With so much of their craft salvaged, customized, or hand built, it is impossible to generalize about their ships. Most Isaa vessels are capable of operating as deep-space salvage ships or as carriers for fighters or mecha. They maintain a handful of large 'carrier' type ships, which function both as motherships for small craft, but as mobile production and resource processing facilities. Only these carriers are large enough to have spin-gravity sections.

Isaa have good relations with their nearest neighbors and poor relations with nearly everyone else. The Astarte regard them as excellent trading partners and suppliers of salvaged goods. The Outback worlds often deal with Isaa salvage operations for spare parts or repairs. The Makali occasionally trade technology or weapons to the Isaa for artifacts or other advancements. Beyond their neighbors, however, the Isaa are viewed as scavengers or thieves and not well liked. The Uhlani have branded them pirates and have the legal authority (under their laws at least) to arrest Isaans and impound their vessels. A state of 'cold war' exists between Isaa and the Uhlani.
Last edited by Wolfgod on Wed Jul 05, 2006 2:44 pm, edited 11 times in total.
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Sat Jun 24, 2006 1:05 pm

The Outback Alliance

Shiloh, Antietam, Manassas, Chickamauga, Wilderness, Cold Harbor, & Petersburg. These seven thinly populated human colonies are composed of pioneers carving out new settlements on resource-rich worlds.

The worlds of the Outback are highly independent - if it wasn't for the constant attempts of the Uhlani to incorporate them into the Republic, it is likely these colonies would settle for no government at all. They have a democratic republic that meets a few times a year on Shiloh, the capital.

The Alliance Worlds are the wild west of this region of space, sparesly settled colony worlds where horses are more common that shuttlecraft, and miners scratch a living wildcatting for minerals in the distant hills.

Shiloh (TL 6) is the most heavily settled world, with a few sites that might well be considered small cities on other worlds. Its two continents are large and situated squarely in the best habitable zones on the planet.

Antietam (TL 5) is a large world with a faint dust ring; it has the wealthiest exports. Each of the nine major continents can boast at least a town with a shuttleport. The planet's wealth comes mainly from the oceans, where the native fauna can be harvested to produce excellent pharmacuticals.

Manassas (TL 4 or less) is an agro-world with soil enriched by heavy iron deposits. The planet has no real major settlements, just hundreds of widely spaced farms and ranches. There is a large trade station, called Harper's Ferry, in orbit around the planet. Most import and export is handled through the station.

Chickamauga (TL 4 or less) is a large, mountainous world with tempestuous weather and rich mineral deposits. The people here are generally xenophobic wildcat miners and the like, though there are always those who come to trade with and grow rich from the miner's efforts. The planet has eleven small continents, with only three inhabited. Boomtowns are built and abandoned every few years as the easy mining is exploited and abandoned for new strikes.

Wilderness (TL 4 or less) is an arboreal world with three major continents and shallow seas. The various exotic native trees are a major export. Only a single continent is settled, with two small cities.

Cold Harbor (TL 6) is the trade hub - if such a term isn't too much for it - of the Sisters. What shipyards and heavy industry the Sisters have is centered here; including the Lexington & Saratoga arsenal and the Yorktown shipyard. The planet itself is a warm Terra-like world.

Petersburg (TL 4 or less) is the poor backwater of the Sisters, the newest colony, the coldest and least welcoming world with the fewest resources. It has become a refuge for broken men, outlaws, and thieves. The planet has two small, rugged continents and a wealth of small islands.

The Alliance worlds are often harassed by the Uhlani, who attempt to regulate trade between the worlds, collect taxes and tarrifs, and enforce Republic law. They are not wanted, but often the locals lack the power to force the Uhlani to leave. Occasionally the military will happen by and order the Uhlani to leave, but citizens of the Sisters are nothing if not self-reliant, and will occasionally resort to banditry and raiding to make the Uhlani uncomfortable enough to leave on their own.

Ships in the Outback regionare highly individual - surplus warships purchased from the Makali, Isaan rebuilds, and other vessels from further away. The government of the Outback barely maintains two dozen or so large combatants, capable of opening jump points, carrying fighters, and with spin-gravity sections (designed and built by the Makali). These ships are expensive to purchase and maintain, so it is rare for all of them to be in operation at once.

The Outback Alliance doesn't have much of a foreign policy beyond staying clear of Uhlani control. They get along well with the Soverign worlds and don't have much contact with governments beyond them.
Last edited by Wolfgod on Thu Jun 29, 2006 4:19 pm, edited 1 time in total.
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Phoiniki

Thu Jun 29, 2006 2:39 pm

The Phoiniki
TL 5

The Phoiniki are an aquatic race who have recently joined the loose alliance of the Sovereign Worlds. Their homeworld, Phoiniki IV, is a warm world with 90% of its surface covered by seas that teem with life. The Phoiniki themselves are more comfortable in water that on land, but are capable of operating in both environments. (Use the Darfellan rules from Stormwrack http://www.wizards.com/default.asp?x=dn ... 05a&page=2)

Phoiniki is ruled by a benevolent monarchy. The ruler of the Phoiniki monarchy carries the title of Phoinix. In Phoiniki society, lineage is traced through the female, and pods are traditionally led by the eldest female. Due to their limited role in caring for infants, male Phoiniki often assume dangerous roles, such as military or hazardous industry.

First contact for the Phoiniki came eighty years ago, when the Uhlani landed on their world. Within weeks, the current Phoinix, Hanaui III, was imprisoned and executed by the Uhlani and the planet under military occupation. Being considerably behind the Uhlani in technology (just breaking into tech level 5) the Phoiniki were unable to effectively resist the Uhlani. The Uhlani occupation and exploitation continued until twenty years ago, when Phoiniki rebels led by Owhyhee Longspear managed to hijack a Uhlani Corvette. Owhyhee and his crew made their way to Astarte, where they bartered the hire of an army of Makali mercenaries - the Sirmuri Rifles (and supporting groups). With their assistance, the granddaughter of the old Phoinix, Ahalani IX regained the throne and the planet was freed from Uhlani occupation.

Freedom came at a price. The fees of the Makali mercenaries were enormous, and while Phoiniki is a beautiful world, it is mineral poor and had just been looted by the Uhlani for sixty years. The only resource the Phoiniki had not promised to the Sirmuri Rifles was their people. For the last two decades, thousands of Phoiniki have worked as laborers on Makali and Astarte, earning currency which they sent home to their families. Their sacrifice has slowly allowed the Phoiniki economy to restart. Much of Phoiniki is still Tech 5 or lower. Only a few cities and the most advanced units of the military have Tech 6 equipment.

Despite their poverty, the current Phoinix has allocated 45% of the planet's GNP to military production. The Phoiniki will not allow themselves to be occupied again.

Phoiniki warships are of two classes - elderly tech 5 ships purchased cheaply to patrol their system, and the new class of tech 6 warships bought from the Makali. Of course, all Phoiniki ships have wet/dry atmospheres.

Relations with the other Sovereign Worlds are adequate - debtors make resentful neighbors. The future may improve things, as Phoiniki have travelled extensively and are known as skilled laborers and hard workers. Their fight against the disliked Uhlani has also endeared them somewhat to other local governments.
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Fri Jun 30, 2006 10:27 am

The Splinter Colonies

Three hundred years ago, the Predekkhar were destroyed as a people. For centuries, the worlds of the Predekkhar Empire had fought brutal wars with the Uhlani and other neighbors. They expanded from their homeworld and a few weak colonies to control of a dozen major worlds. The Predekkhar were conquerors.

Then suddenly, they began to die. Millions of them, for no reason any outsiders could detect. Huge battles were fought on the surface of the Predekkhar worlds, but no enemy fleets could be detected in their space. The Predekkhar destroyed many of their own cities with thermonuclear devices as they retreated to their homeworld. There, the empire collapsed and the race was almost entirely eliminated.

Little indication of the doom that killed the race remains. The worlds of the Predekkhar Empire are scarred from massive battles, their cities tumbled ruins. What records have been discovered from those days indicate that the Predekkhar believed that demons had come to their worlds and begun to kill them. Some of these demons could take the form of Predekkhar, perhaps explaining the indiscriminate bombardments of cities. Were there really shadowy creatures from another dimension? Were the Predekkhar driven mad as a race? Infected by a bio-weapon or terrible plague? There is no evidence to prove any theory.

The worlds left behind by the doom of the Predekkhar became the Splinter Colonies. All twelve of the main worlds were heavily Terraformed just the way the Predekkhar liked them - warm and cloudy, With slight axial tilt and gravity slightly higher than Terran standard. They are covered with ruins of Predekkhar cities, abandoned farms, factories, and spaceports. Armored vehicles, starfighters, and gunships lay rusting in their hangars. These worlds are constantly settled and resettled by disaffected groups from other regions - Outcast Sri, scavenging Isaans, rebel Uhlani client races, others.

These Splinter Colonies usually have no protection, however, and suffer the fate of most tiny outposts with no patrons. They starve when their crops fail, or are sacked by raiders, enslaved by pirates, or displaced by a stronger group.

Predekkharia, the abandoned homeworld of the lost Empire, has become a haven for espescially deadly pirates. The Predekkhar had constructed a massive orbital shipyard, commanded by an AI called Ubel Prime. After the Empire fell, Ubel Prime followed its programming, continuing to produce warships and fighters, then mothballing them until they could be needed. Its automatic defenses and robotic dreadnoughts destroyed any non-Predekkhar ship that entered the shipyard's zone of control. Finally, a group of buccaneers, desperately fleeing pursuit by a Uhlani destroyer, flew their salvaged Predekkharian Gunship into the zone - and were not fired upon. The leader of these pirates, India Bravo, negotated a deal with Ubel Prime - the pirates would supply the station with the raw materials it needed to complete it's primary objectives - to build and repair Predekkharian warships.

India Bravo's pirates set themselves up as the gatekeepers of the shipyard/fortress. Other pirate groups pay well in plunder, captives and currency for new warships or repairs in Ubel Prime's facilities. Various bands began to settle on the abandoned ruin of Predekkharia. Half a dozen expeditions have been mounted to 'clean out' the system, but the automatic defenses of the shipyard and the exorbitant losses that would be required to clean out the nest have thus far failed.

Even when an Empire is destroyed, total annihilation is rare. Some Predekkhar survived the loss of their Empire, though only a handful. Most of these wander the galaxy in small nomadic groups. They will not return to their Predekkharia or any world of the Empire - they say the region is cursed. It is rumored that the remnants of the Predekkhar have a secret colony somewhere in the Delta Cluster, a system (with no Jumpgate) that only Predekkhar can find.
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Ehteradi

Wed Jul 12, 2006 11:04 am

The Etheradi
TL 9

The Etheradi are a reticent, shy race who seem to prefer living in the crushing gravity of medium to large gas giants. They have seldom seen and little understood technology that seems quite advanced. The numbers of their kind, how many gas giants they dwell on, or their attitudes towards other races are uknown.

Etheradi 'home systems' are usually multi-star systems; usually four or more stars in a close system. Usually these systems host mulitple gas giants. There populations of Ehteradi in these regions of space is a mystery - ships attempting to scout these areas often dissapear.

They also are believed to maintain colonies in major gas giants around the Delta Cluster.

Etheradi themselves are very large, said be be disk-shaped creatures four or five meters across, with long, trailing appendanges up to twenty meters in length. They are said to be able to float in the thick atmospheres of their chosen worlds.

Their ships are said to resemble the Etheradi themselves, massive disks with long trailers behind.
Last edited by Wolfgod on Wed Jul 12, 2006 3:46 pm, edited 2 times in total.
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Baal Combine

Wed Jul 12, 2006 2:11 pm

Baal Combine
TL 6

The Delta Cluster has one race that seems to exist as a scourge to all the other sentients. The Baal Combine are a powerful, aggressive, carnivorous race who seem to regard other sentients as enemies to be killed on sight. The only thing likely to have averted full-scale war between most sentients and the Baal is their star preference - the Baal colonies are usually orbiting bright, powerful F series stars (or very bright G series).

The Baal themselves are fearsome creatures, one of the largest top-predators to have developed intelligence. They are Pliosaurs resembling amphibious Liopleurodon. Most specimens measure between five and seven meters in length. Their limbs differ from most Pliosaurs in their 'hand' structure, where the 'fingers' lock together to form a flipper for underwater locomotion or can seperate and combine with a small but powerful thumb to be used as a hand. All four limbs are capable of this dexterity. When locomoting on land they are somewhat slow, switching between bipedal and quadrapedal stance often. In the water, however, they are very comfortable and quite fast.

Baal themselves favor head or harness mounted weaponry, leaving their hands free. Their personal weapons are by nature quite powerful as they have developed weaponry lethal to their own race long before encoutering alien species. They favor worlds with shallow seas and little cloudcover. They have excellent vision in well-lit areas, but suffer somewhat from night-blindness.

Almost nothing is known about Baal society. They have some kind of of social and rank structure based on color patterning; whether the rank is based on the color pattern or their color patterns are based on ranks is not known.
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Khanate of Shivan

Wed Jul 19, 2006 4:55 pm

Khanate of Shivan
TL 5

The Shivan are a race of bipiedal humanoids descended from large carnivorous felines. They hold only their home system in strength, with small bases in a handful of neighboring solar systems.

The Shivan system is a distant trinary system, with two two G stars in far orbit around a blue giant. The Shivan evolved on Shivan Prime, a satellite of Shivan A. Another near-Terran world in their solar system was terraformed very early in their spacefaring history, along with many moons.. Shivan B hosts two more major worlds and several moons which have also been terraformed. Shivan C, the blue giant, holds a major gas giant in far orbit. The moons of that gas giant have also been extensively terraformed. Though the Shivan have colonized only their home 'system', they have made the most of it.

Indeed, Shivan terraforming technology is far ahead of the rest of their society. They never developed hyperdrive or Jump Gate technology on their own, so terraforming the many worlds of their large solar system was their primary interest until the coming of the Baal.

Hundreds of years ago, Baal scouts discovered the Shivan system. As a matter of course, Baal invasion fleets followed. The Baal invasion united the Shivan as a people, and under the Great Khan they fought back bitterly. For centuries, the Shivan fought, finally driving the Baal invaders from their solar system. In the last of the fighting a handful of Baal ships were captured with their Jump Drives intact (something the Baal had been careful to avoid when possible). The Shivan painstakingly began the process of reverse-engineering Jump technology. The process has been laborious and slow. The handful of operational Shivan Jump-Ships (rebuilt Baal ships) serve as mobile Jumpgates for their fleet of low-tech warships. Only within the last few years has a Shivan vessel made its way to Asarte, where the Shivan keep a small embassy.

The Shivan have traded their extensive library of Baal-killing experience to the Sovereign Worlds in exchange for assisstance with Jump Technology and a few small courier ships. The Khanate is still in a precarious state, with a generally low level of technology, a weak economy, and the looming threat of renewed attacks by the Baal at any time.
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