/Begins plotting in IC
The Dagon Pact
Aliases: The Xeno-Corporate Pact, the Compact, the Fringe Systems
Species:
Humans of various ethnicities, especially Rozzarrian
Dagon Skinwalkers: A strange and sorcerous race, the Skinwalkers have ruled the Dagon system for millenia, utilizing the native Introgg peoples as servants, soldiers and slaves. The natural appearance of the Skinwalkers is that of a pale, human sized slug, with four delicate arms ending in three-finger hands protruding from the 'torso' and rows of black, clawlike talons along their 'tail.' Faceless, the Skinwalkers communicate through telepathy or more mundanely through neuro-activated voice simulation technology. As their name suggests, however, Skinwalkers have the unique ability to assume the forms of similarly sized organic life, making them exceptional assassins. Their race's mastery of the arcane, especially of necromancy and augury, rivals that of the mage-lords of the Pheonix Empire.
Drones: Synthetic hybrids of insect, droid and humans, Drones are mass produced by the corporations of the Pact to serve as hyperobedient slaves, servants, and of course frontline soldiers and canon fodder. Drones are semi-sentient at best, and come in innumerable varients custom bred for various purposes.
Introgg: An avian/reptilian sentient race native to the planets of the Dagon System, where they make up the vast majority of an interplanetary oligarchy ruled by the Skinwalkers. They make excellent skirmishers, snipers, light infantry, and fighter pilots.
Vakeshi: A race of sentient amphibians divided into several petty tribes, the Vakeshi are a nomadic, shipbound race, often traders, pirates and mercenaries. All of the Vakeshi tribes make pilgrimmage to their home planet of Vesh, a densely populated shrineworld and the only planet in the galaxy with a significant, permanent Vakeshi population. The Vakeshi space-tribes are ancestral foes of the Skinwalkers and Introgg, but have allied with their ancient enemies in the face of the Rozzarrian advance. The Vakeshi ancestral traditions have preserved ancient forms of druidic magic for millenia, and their spacecraft are famous for their beauty and craftsmanship.
Gn'Mok: Whatever the Gn'Mok people were originally, the bioengineers of some long-forgotten empire manipulated their bioform into one designed for combat. It is theorized that the Gn'Mok were meant to serve some faction or other as shock troops. Whatever their distant origins, the Gn'Mok have sustained themselves with mercenary work for millenia, frequently working for the Skinwalkers of Dagon and the megacorporations of the Rozzarrian Empire.They excel as heavy infantry, and serve the Pact as an elite force, utilizing wrist mounted energy shields, rad-hammers and power lances in combat. There are eight Gn'Mok Legions in the employ of the Pact, including the infamous III Legion.
Government: The Pactis a decentralized alliance of human and alien states, former Rozzarrian corporations and nobles, and rebel and pirate elements. It is 'governed' by an executive Directory of Six, composed of individuals who represent the most powerful subfactions within the Pact. The Directors are:
- Ava Sing, Guildmistress of the Raynasa Farspace Trading Guild
- Caractacus Veed, CEO and President of Imperial Droidcraft and Synthetic Intelligences
- Archmagister Ithaqua of the Silent Masters, the ruling body of the Dagon System
- Legate Xo of the Gn'Mok I Legion
- He-Who-Wanders-the-Void-Fearlessly, High Chieftan of the Vakeshi Space-Tribes
- Thrazariah dai Gazebor, Imperial Archduke of Alessio
The Directory shares power with the Conclave of Mouths, an immense parliament with representatives from all member-states and corporations of the Pact. Needless to say, such a power structure is chaotic, and the Pact resembles a military alliance of minor nations much more than a single, unified state. Nevertheless, fear and hatred of the Rozarrian Emperor has proven a powerful cement between otherwise disparate factions and peoples, and the constant threat of annihilation has helped the unworkable governing structures of the Pact hang together.
Description of Technology:
The Pact wields a wildly diverse array of technology and magic thanks to the many factions and peoples it governs. Robotics, cloning and stealth technology are areas in which the Pact tends to hold an edge over its Rozzarrian rivals, thanks to the scientific resources of the megacorporations at the heart of the Pact.
Rozzarrian Tech:
The Pact controls a number of former Rozzarrian frontier planets and utilizes much of the Empire's standard military technology. Rozzarrian tech is, unsurprisingly, used for the most part by the ex-Imperial member states of the Pact. The Pact lacks the vast industrial base and centralized economy of the Empire, however, and so the manufacture of new Rozzarrian model ships and heavy armaments is concentrated in the system of Far Ingria.
Corporate Tech:
The megacorporations of the Pact control advanced AI, robotics and droid technology and manufacturing capabilities. The work-horse of Pact ground forces, both for infantry and armor, are a various models of mass-manufactured wardroid and synethic drone models built by Imperial Droidcraft and Synthetic Intelligences (IDSI). The Pact utilizes IDSI heavy carriers in its fleet, capable of housing several thousand automated fighter-bombers and ground-troop carriers. Civilian-use droids proliferate throughout the corporate- and ex-Imperial sectors of the Pact, and some models are quickly gaining popularity in some of the xenos-systems.
The Raynasa Farspace Trading Guild and its subsidiary corporations have typically focused less on military and civilian technology than IDSI, but possess advanced magitech engineered based off of the designs and technology utilized by the wide range of cultures and races with which the Guild trades. The magitech stealth systems originally utilized by the Guild's long range trade vessels are notably difficult to counter, and have in recent years been used to great effect by the Pact's naval assets in its prolonged struggle with the Rozzarrian Empire and its formidable navy. Guild Skiffs have proven to be excellent in reconaissance, blockade-running, behind-the-lines raiding and black-ops roles.
Dagon Tech: The Skinwalkers of Dagon and their Introgg subjects have been capable of FTL for millenia, but the Skinwalkers' esoteric interests and isolationism have contributed to technological stagnation among their kind. Their vessels are small, equipped with outdated weaponry, and utilize solar sails for intrasystem travel. There is very little to be said for native Dagon technology across the board. The exceptional magical ability of the Skinwalker Silent Masters alone makes up for their technological backwardness, and tentative efforts to utilize Skinwalker magi in the creation of magitech has yeilded interesting fruit. The Introgg make good soldiers and excellent skirmishers, snipers and fighter pilots when outfitted with contemporary armaments and vehicles.
Vakeshi Tech: The Vakeshi are an (almost entirely) space-bound race, and their capital ships, escorts and fighters are examples of peerless, loving craftsmanship, especially notable for their formidable magitech sheilding and elegant design. Each Vakeshi ship is unique, however, its own work of art, and so they are few in number and not easily replaced. A Vakeshi War-Maiden outstrips even a Rozzarrian battleship in size, and is considered one of the finest capital-class vessels in existence by many naval experts.
Gn'Mok Archeotech: The Gn'Mok have been plying their bloody trade for millenia. They utilize ancient models of personal shielding and heavy weaponry, often inscribed with their peoples' arcane formulas and litanies. Their space cruisers are built primarily for boarding and ground-support actions.
Description of Military:
The Pact Space Fleet is a mishmash of Rozzarrian, Vakeshi, pirate, mercenary and corporate ships, with little standardization. While a few taskforces have sufficient numbers of Rozzarrian Imperial ships and Vakeshi War-Maidens to trade blows in a pitched battle with enemy ships of the line, most of the Pact Navy is ill-equipped for front line brawls and the Pact economy is insufficiently centralized to efficiently replace serious capital ship losses. As such, the Pact relies on hit-and-run tactics, behind-the-lines raiding, superior stealth capabilities, and advanced jump technology to disrupt and damage enemy formations and manufacturing capability while avoiding enemy fire.
The Pact Combined Armies enjoy the benefits of the Pact's immense diversity, while suffering from the issues of command and control that fielding such a wide array of troop types creates. The wardroids and battledrones deployed by the megacorporations of the Compact ensure that there are few battlefields on which Compact armies are outnumbered, while the Gn'Mok legions provide peerless heavy infantry support. Introgg units serve as excellent light infantry and fast-attack pilots, as well as serviceable frontline troops alongside human conscripts. The Combined Armies also benefit from the psionic and magical expertise of the Dagon Skinwalkers, as well as the protective shielding-tech and defensive arcana favored by the Vakeshi. When coordinated by a skilled commander, the Combined Armies are a formidable combat force, combining the strengths of so many different races. Under less assured command, however, the Combined Armies can become unweildy and poorly coordinated, and vulnerable to a more streamlined, flexable, unified foe.
Description of Culture:
Rozzarrian: The ex-Imperial Systems of the Pact maintain the Imperial caste system, though in a much looser and less policed form than in the Empire. Some ex-Imperial provinces have introduced liberalizing reforms, while in others nobles cling to their ancient perogatives. In any case, Imperial culture is strong here, though hatred of the Empire is too, especially (and ironically) among the nobility- memories of Leoric's brutality run deep in the former frontier worlds. Pro-Imperial rebel fronts and terrorist cliques, however, have a strong presence in ex-Rozzarrian space, and the secret police services of the rebellious nobles work hard to snuff out loyalist agitation.
WIP
History:
The Dagon Pact was formed in Imperial Rozzarrian Year 169 by a collection of Rozzarrian megacorporations, alien nations, and rebellious nobles. Frustrated by bureaucratic meddling, Imperial racial dogma, and above all, increasingly high taxation, several major Rozzarrian corporations- most notably Imperial Droidcraft and Synthetic Intelligences, Avignon Spacecraft, Inc., Rozzarian-Central Positronics, and the Raynasa Farspace Trading Guild- combined their efforts to sway several key duchies to lobby for greater autonomy from the crown, and protested genocidal campaigns in recently acquired xenos systems. The Xenophiles, as the party became known, argued that alien sentients were better seen as trade partners, customers, clients, and a potential labor pool, rather than merely vermin to be exterminated. The xenophile corporations had long had clandestine trade agreements with the Vakeshi Space-Tribes and the Skinwalkers of Dagon, and had profited enormously from such partnerships. The new Rozzarrian Emperor Leoric III's strict enforcement of Imperial Racial Dogma threatened the bottom line and autonomy of the megacorps, as they were increasingly subordinated to the Crown and made an instrument of colonial policies. The crown's blatant favoritism in regards to the Greater Atmoran Company further detiriorated the situation.
The Rozzarrian Emperor refused to even consider the xenophile demands, and when pressure from dissatisfied corporations and nobles continued, His Majesty deposed the dissatisfied dukes and revoked corporate charters, seizing assets and bequeathing them to the ever-compliant Greater Atmoran Colonial Company. Left without options, the anti-Leoric dukes and their wealthy corporate backers roll the dice, allying with the powerful alien factions that stood in the way of the Rozzarrian advance and declaring their autonomy from the Empire. Thus was formed Dagon Pact from a smattering of Imperial frontier worlds, alien polities, corporate-ruled planets and installations, and mercenary fleets. The alliance was named after the planet on which the founding treaty was signed, the throneworld of the Skinwalker Oligarchy, xenos whose anti-Rozarrian scheming had done much to bring the revolution about.
Systems Controlled
Dagon System: the capital system of the Pact, the Dagon system is home to four habital worlds and is ruled by Skinwalker oligarchs known as the Silent Masters. Dagon itself is a technologically backwards planet of teeming, dangerous jungles and ancient ruins, and is the only planet with a widespread Skinwalker population. Other planets in the sytem are:
The Dolorious Shoals:
Vvaryl
Vesh
Alessio
Far Ingria
Corporate Space (three systems)
Okay I'll do that after I get home tomorrow
@duck55223 okay made it bigger explained some of the weapons that they use, and the shielding, if anything else you are wanting just let me know!