Hey, so got an NS for you guys.
Official Name: Imperial Systems Commonwealth
Unofficial Name(s): The Commonwealth, The ISC,
Demonym: Multiple
Capital Planets: Corinthene (Parliament and Imperial Directorate)
Praetoria (Imperial Crown and Court)
Home Region:
Head of State: Her Imperial Majesty Catherine Dragunov XIII
Head of Government: Lord Sir Clement Wenzel von Metternich, Lord Chancellor, Archduke Konigsberg, Knight-Captain of the Order of St. Diae
Head of Military: High Admiral Sir Otto Ludwig von Bismarck, Duke Greyhaven, First Lord of the Void, Knight-Companion of the Order of King Nicholas, I.C.V, S.P., M.T.
Population: TBD
Type of Power: Tier 2
A political amalgamation with grand pretenses of freedom and democracy, the Commonwealth is in truth a sprawling monarchical imperium dominated by a species of feline humanoids called the Vit'azny. The Commonwealth owes its existence to the fact that 500 years ago the then Vit'azny Empire realized assimilation was vastly easier than maintaining overlordship over their rebellious subjects. The resulting organization has since exploded into a major galactic power and an economic powerhouse.
Nation Traits
+Industrial Powerhouse: A booming economy, a massive population, sophisticated techbase, and a skilled laborforce make the Commonwealth a production giant.
-Internal Dissent: Many elements of the Commonwealth aren’t exactly happy with their place in life. The government has become quite adept at quelling rebellion, but the truth is so many different species and governments make the Commonwealth distinctly unstable.
Vit'azny: The reigning elite of the Commonwealth and one of its founding members. The Vit'azny are long lived feline humanoids, with a number of subspecies. Males tend to be larger than females, and the average lifespan can reach up to 300 years. The Vit’azny dominate the upper echelons of the Commonwealth’s government, military, and corporations. Indeed, their monarch is the Commonwealth’s head of state: a figurehead on paper, but something quite different in practice. As a whole, the Vit’azny are a proud people, but are pragmatic more than anything.
Traits
Brilliant Tacticians: Sharp minds, a fondness for puzzles and excellent educations have produced many prodigal Generals and Admirals over the years.
Your Overconfidence is Your Weakness: A legacy of military success has made some Vit’azny commanders a touch arrogant.
Szitzu: A race of large, sentient bearlike creatures that form the backbone of the Commonwealth’s military might. As a whole, Szitzu society is heavily patriarchal and heavily based on tradition and an intricate clan system. While this society has produced excellent warriors for generations, it has a tendency to relegate thinkers to the sidelines. The Szitzu were originally conquered by the Vit’azny empire about 650 years ago, after a long and bloody conflict which only ended when Vit’azny technology overcame Szitzu ferocity. Under the Empire, the Szitzu were rebellious and problematic, but as one of the original founding members of the Commonwealth, they have become it’s most loyal supporters. Their size, strength, aggression, and honour-through-combat traditions make Szitzu excellent soldiers, and they form a sizeable bulk of the Royal Commonwealth Army, though they rarely rise above the rank of Major. Szitzu are also present in the Royal Commonwealth Navy, especially in the marines, but rarely in high level command positions.
Traits
Fight for Your Right...To Make Babies: In the tribal-warrior Szitzu culture, social status is determined by martial prowess. Once a year in spring, a week long festival pits the young ummaried males of a clan against eachother in an all out brawl. The unmarried females choose their mates, and they usually choose the victors. Polygamy is common, and the strongest warriors tend to accumulate a small harem of wives. As a result, Szitzu are immensely strong and fierce warriors.
Not the Sharpest Tools in the Shed: Not that Szitzu are actually dumber than average, but their culture tends to ignore thinkers and nurture warriors.
Yanissans: Originally a small star nation of 5 systems, the snakelike humanoids known as the Yanissans were quick to surrender when the Vit’azny war machine came knocking. However, they proved to be more dangerous as subjects than they did as enemies. While Szitzu resentment against the old empire usually took the shape of riots and bar fights, a plot by Yanissan rebels managed to kill the entire Vit’azny Royal Advisory Council. The King was spared only by coincidence; his personal limousine suffered a breakdown on the way to the meeting. Yanissan society is dominated by plots, intrigue, secrets, and rampant hedonism. They are the third and final founding species of the Commonwealth, which from their point of view, keeps them a healthy distance from any fighting. Their cultural background means Yanissans tend to delight in deception and half-truths. The most effective intelligence agencies of the Commonwealth are dominated by Yanissans. They have a moderate presence in the RCN, but a much smaller one in the RCA. Those Yanissans who are in the army are almost all genetically modified to be elite special operatives. The Yanissans are the only founding member of the Commonwealth with a reliable pool of telepaths; about 1% of the population.
Traits
Sly Sneaky Snakes: Yanissans are masters of stealth, subertfuge, and all things covert.
...Go Squish: Physically, Yanissans are quite frail. Mentally, they prefer to avoid or redirect confrontation.
Rhodesians: The dimunitive weasely Rhodesians were one of the first species conquered by the old Vit’azny Empire. Quick thinking, short lived, numerous, and obsessed with efficiency, they are the ones who attend to the business of actually getting things done. They are technically subjects of the Commonwealth, not full members, but this is more of an oversight than an act of malice. Long before the Commonwealth was ever founded, the Rhodesians thoroughly integrated themselves into Vit’azny society, eventually making themselves indispensable. This trend has carried on with the Commonwealth as a whole, to the point where the Commonwealth’s official capital is actually their homeworld, Corinthene, though all the real power is concentrated on Praetoria, the Vit’azny homeworld. The vast majority of bureaucrats are Rhodesians; most military staffers are Rhodesians; personal aides, diplomatic attaches, economic analysts, technicians, administrators: they are the people who keep the Commonwealth running. The general sentiment towards them is one of distant gratitude: they are underlings, but well appreciated underlings.
Traits
Busy Little Furballs: Rhodesians have short lifespans and extremely high metabolisms. They are highly driven quick thinkers, and are exceedingly efficient. They make excellent administrators and scientists. On the downside, they are terrible warriors and have virtually no presence in either the RCA or the RCN.
Valerians: The Valerian Republic is the newest member of the Commonwealth, and the conditions for their joining were highly unusual. Unlike most new members, the Valerian worlds were fully integrated as constituents of the Commonwealth, not colonial holdings. There are a number of factors that prompted this decision, but it has caused a great deal of tension across older Commonwealth worlds that are still waiting to be granted constituency. It remains to be seen if the advantages the Valerians bring with them will offset the social unrest their integration has caused. Valerians are avian humanoids, with a distinctly flock based mentality.
Traits
High Tech and High Minded: though small, the Valerian Republic had a very advanced tech-base that is slowly being integrated into the Commonwealth. Additionally, almost 8% of Valerians have telepathic potential, and their Winged Guard training regimen produced some of the best psintegrae in the galaxy
Birds of a Feather…: Valerians have a distinct flock mentality, which makes them very loyal to anyone else they consider part of their ‘flock’. Unfortunately, they are new to the Commonwealth, and still consider themselves outsiders.
Head of State: The Imperial King/Queen
Head of Government: Lord Chancellor of the Reich
Head of Military: First Lord of the Void, the ranking High Admiral at Der Admiralteystvo House
Other Key Figures: Sir Cato Telemachus, Minister of the Interior, Knight-Fellow of the Order of St. Diae
Lord Sir Richard Cannings, Minister of Defence, Earl Bavaria, Knight-Companion of the Order of St. Diae
Lord-Captain-Commander Martuf, Sthiss Eban, Yanissan Principalities, a respected advisor to the cabinet
Admiral Lord Sir Adison Votyakov, Count Mornington, Knight-Companion of the Order of King Nicholas, Commanding Officer 27th fleet, the Commonwealth’s principal offensive unit
General Kyarguin, Commanding Officer of the Foreign Legion, highest ranking Szitzu officer in the RCA
Robert Castlereagh, a highly respected member of the foreign service
Javelin, a Yanissan Surtsugal: a genetically engineered, highly trained and highly effective covert operative
History:
The Vit’azny have been a spacefaring civilization for a little less than 700 years. They set out from their homeworld of Praetoria and began rapidly expanding to accommodate their swelling population. Historically, they have never shied away from warfare, though they are pragmatic above all else and understand the usefulness of diplomacy. First contact with another alien race, the snake-like Yanissans, quickly devolved into war. Seeing how one sided the conflict would be the Yanissans promptly surrendered were annexed as subjects.This happened again with another race, the brutish Szitzu. Neither species were happy as subjects, and rebellions rapidly become a problem for the Vit’azny overlords. 499 years ago, they developed a solution: the Imperial Systems Commonwealth. The governments of the Szitzu and Yanissans were restored, and they agreed to the formation of the Parliament of the Sovereign Reich and the other institutions of the Commonwealth. The ISC has been rapidly expanding ever since.
Type of Government:
Partially a Parliamentary Democracy, partially a Monarchical Imperium
Description of Government: There are three main bodies to the Commonwealth’s government: The Parliament of the Sovereign Reich, the Imperial Directorate of the Commonwealth, and The Imperial Crown. The Parliament of the Sovereign Reich is the official government of the Commonwealth. It is composed of 1021 elected representatives who are affiliated with assorted political parties. The party with the most seats after an election composes Her Imperial Majesty’s Government, and the leader of that party becomes Lord Chancellor. He in turn appoints assorted ministers to compose the cabinet. The parliament functions as most parliaments do: bills are presented, voted on, debated, voted on again, and so forth. The Parliament of the Sovereign Reich is responsible for issues affecting the whole of the Commonwealth, with regional authority being granted to smaller legislative assemblies, or the existing governments of member species. The authority of parliament is absolute, and the Imperial Queen is not directly involved in its functioning, though she may appoint heads of committees and task forces. There is an exception, however: Royal Mandates. The Imperial Queen may issue a Royal Mandate at any time, on any subject she deems suitable. A Royal Mandate skips all the debate and voting; in this, the Imperial Queen’s word is law. However, Royal Mandates are a touchy subject: a ruler that uses them too freely to abuse their authority over parliament often finds that their Mandates take a very long time to be implemented, often poorly. On the flipside, Lord Chancellors who steadfastly refuse to bow to the ruler’s authority often find themselves in front of parliamentary committees on charges of Contempt of the Realm.
The Imperial Directorate of the Commonwealth is the vast bureaucracy that keeps the trains running on time. From the wealthiest Core world to the most desolate colony, the Imperial Directorate’s deft touch can be seen at work. It consists of a large number of ministries, departments, bureau’s, agencies and crown corporations, all arranged into a maze of regulations and red tape. The most important entities of the Directorate are the cabinet ministries, which are the ministries where the politician in charge is a member of cabinet. There are usually 12 cabinet ministries, and they cover the most important issues of the Commonwealth, such as defence, finance, and colonial affairs.. A large number of lesser ministries exist, covering more specific areas. Some ministries only operate in certain areas of the Commonwealth; the Ministry of Environment, for example, has absolutely no use in the colonies, but is enormously important in the Core worlds. Similarly, the Ministry of Civil Order is unnecessary in the Core, but plays an important role in oppressing the rebellious colonies. There are also a vast number of agencies that do everything from maintain hyperspace beacons to collect taxes. The Directorate can also be used as something of a political scapegoat if necessary. Ministers, the Lord Chancellor, even the Imperial Queen have been known to redirect blame into the faceless mass of the Directorate on occasion.
This brings us to the final entity of the Commonwealth’s government: the Imperial Crown. The exact limits of the Crown’s authority are vaguely defined and poorly understood. The Crown is an old, old institution, dating back thousands of years to one of Praetoria’s great empires, long before the Vit’azny began venturing into space. The Imperial Crown began with the establishment of the Breshelin Empire, under Catherines distant ancestor, Petyr Dragunov. Originally, the King’s power was absolute, but this power was limited by the first constitution of the Breshelin Empire, which came about after the Wurtenstein Uprising when the first ever parliament was established. Some 900 odd years ago, the Breshelin Empire managed to unite the entire planet of Praetoria under a single government after evidence of intelligent alien life was discovered, and a new parliamentary system was formed and a new constitution was written. The Imperial Crown continued on, but it’s powers were defined under the new constitution as being “similar in nature and spirit to those established under the Wurtenstein Constitution” (due to the Vit’azny legal system being largely based on historical precedent rather than written law). 499 years ago, when the Commonwealth was formed, much of the Crown’s power was again defined as “similar in nature and spirit to those establised under the Planetary Constitution.” Considering all this, the problem becomes apparent: the exact limits of the Crowns’ power are based on a poorly written 2000 year old document. The accepted conventions are as follows: the Crown will ask the majority leader of Parliament to form the official government, and will agree to dissolve parliament and open elections at the request of the majority leader. The Crown is entitled to appoint appropriate individuals to chair parliamentary committees, in consultation with the Lord Chancellor. The Crown is entitled to use Royal Mandates to address matters of urgency for the benefit of the Commonwealth. As of the Colonization Act of 22 AU, the Crown has jurisdiction over Colonial Territories, while the State Ministry is responsible for their administration and answers to the Crown in this regard. Even these conventions are not ironclad, though ignoring them risks a Constitutional Crisis. For the Commonwealth to run smoothly, it is essential for the Crown and the Lord Chancellor to have a good working relationship. If they do, they can combine their efforts to make good use of both of their respective authorities.
Type of Economy: Regulated Free Market
Description of Economy: The Commonwealth is an industrial judggernaut, with massive production capabilities. This industry is driven by an extensive trade network and a skilled workforce, but the real power of the Commonwealth comes from an immensely wealthy tax base and an abundance of cheap manual labour and raw materials. The disparity between the wealthy and the poor is truly astonishing, and a direct result of how the Commonwealth is organized. The worlds of the Commonwealth are classified into one of four categories: Core worlds, Constituent worlds, Colonial worlds, and Verge worlds.
The Core worlds are the original Vit’azny colonies and a small number of worlds of some of the ISC’s oldest “members”. The vast majority of the Commonwealth’s wealth is concentrated on these worlds. In fact, money is the only real industry of the Core worlds. Almost all food and manufactured goods are imported from the Constituents and the Colonies, with the exception of some ultra-high end luxury goods. Any respectable company maintains its corporate headquarters on one of the Core worlds, with some exceptions. Money is the biggest industry of the Core worlds, with countless financial service providers and stock exchanges dominating the economy. Core worlds tend to be heavily populated; on average, about 70% of a Core world’s landmass is covered by gleaming cities. The majority of the population is inevitably Vit’azny, and poverty is virtually nonexistent on these worlds. While one would expect a society as lopsided as the Commonwealth’s would pass off the burden of taxation to its helpless colonies and let the Core Worlds amass their fortunes, this is not the case.The Commonwealth in fact maintains a sophisticated taxation system with multiple income brackets where the highest bracket pays the most taxes. Through this system, the Core worlds actually provide the majority of the Commonwealth’s tax income. Aspects of the Commonwealth such as the taxation system and the Parliament of the Sovereign Reich have convinced many species to join the Commonwealth over the years. By the time they discover some of the ‘conditions’ attached to membership, it is too late.
The Constituent worlds are the backbone of the Commonwealth. They include newer Vit’azny colonies, a large number of Commonwealth colonies, and the worlds of moderately respected member nations. The Constituent worlds are much less homogeneous than the Core worlds: some are richer, some less so, and even on a given planet there is a wide margin between the wealthy and the poor. A given planet, or even a given city on that planet, will have affluent communities and slums alike. Like the Commonwealth as a whole, the Vit’azny and a number of the older member species form the elite, with a healthy spattering of individuals from all kinds of species who happened to do very well for themselves. Constituent worlds are ruled by either Imperial Legislatures of the Commonwealth (in the case of colonies founded by the Commonwealth as a whole) or by existing governments (in the case of colonies established by individual members). Constituent worlds have full member status in the Commonwealth; citizens may vote in imperial and regional elections; while the world itself has high degree of self governance, can apply for subsidies from the Imperial Treasury, and has a number of other advantages. Constituent status is essentially citizenship for a planet, though individuals on the planet still have to adhere to normal citizenship procedures. The Constituent worlds are the primary manufacturing and processing centres of the Commonwealth. While the Core worlds’ only industry is money and the Colonies tend to only provide raw materials and cheap labour, Constituent industry does a bit of everything; large scale mining, agriculture, the production of consumer goods, starship construction, and all the financial and legal services that such industries need. It is all jumbled together in a free market economy that powers the massive industrial capabilities of the Commonwealth.
Colonial worlds are tragic monuments to the lies, oppression, and broken promises of the Commonwealth. They are the worlds of new or reluctant member species, and by the strictures of the Colonization act, these worlds are not technically members of the Commonwealth, but are instead subjects. Most Colonial worlds are desperately poor and underdeveloped, even if they were originally quite advanced. Many species join the Commonwealth with the understanding that they will enjoy all its benefits; citizenship, representation in Parliament, a degree of self-government, fair taxation, security, universal healthcare, subsidization, free education etc. Unfortunately, the Colonization act decrees that all newly added worlds are considered colonial holdings, and are under the direct authority of her Imperial Majesty, not the Parliament of the Sovereign Reich. This means they are not eligible for any of the Commonwealth’s social programs, nor do they have any representation in Parliament. They are not ruled by legislative assemblies, but instead by Colonial Governors, who are appointed by the Imperial Queen at the recommendation of the Lord Chancellor. Few people are citizens on Colonial Worlds; only the Vit’azn dominated elite, who take ownership of any industry or natural resources on the planet and employ the locals as ultra-cheap labour. Slavery is illegal throughout the Commonwealth, but with no minimum wage or labour rights for non-citizens, colonial labourers can be paid almost nothing. Some landowners elect to provide food, clothing, and shelter for their employees and then pay them nothing at all, reasoning that room and board are taken from their pay, and the rest goes to taxes. Colonial Worlds are subject to the same fair taxation system as the rest of the Commonwealth, but it is not taxes that leave them in poverty. A clause of the Colonization act permits the Commonwealth to seize any assets it deems necessary from Colonial worlds and their inhabitants. Money, goods, resources, land, businesses, even people; all can be seized and repossessed by the crown, or given to a favored citizen. The exploitation and lack of support causes technological regression on many worlds; it is not uncommon to see vehicles with internal combustion engines on Colonial worlds, and even horses in extreme cases. Colonial worlds are often quite rebellious during the early years of their integration, but the Commonwealth is always quick to brutally repress such uprisings. The brutality they employ deters further uprisings, but it is the hope of citizenship, or even becoming a Constituent world, that ultimately keeps the colonies in line. Unlike citizenship, there is no specific criteria for a Colonial world to gain Constituent status and full membership; it is simply granted at the discretion of the governor and the Imperial Queen, again with the advice of the Lord Chancellor. This means a world might easily wait 15 years or 50, or even 500. The Imperial Queen usually tries to grant Constituent status to at least one colony per decade, in order to keep other colonies hopeful and obedient. This process is always accompanied by a grand ceremony where the Imperial Queen herself visits the new Constituent world, relieves the planetary governor, and validates its new government, while the Commonwealth holds a colonization drive to boost the world’s population and showers it with money and resources. A three-day festival is held to celebrate the change in status, and the day of the ceremony becomes a statutory holiday for that world. Some Colonial worlds, however, are so remote, poor, or useless that they will likely never be granted Constituent status. A few of the extreme cases have even been largely forgotten by the Commonwealth and the crown, and the inhabitants have in turn forgotten the Commonwealth.
Verge worlds are planets on the very edge of Commonwealth space. Their categorization has more to do with their location than their membership status. They are not grossly exploited like colonial worlds, nor are they pampered like Core worlds. They are ruled by military governors, and all have a heavy military presence due to their location on the borders of Commonwealth space. Some few are actually quite wealthy and heavily populated, almost as much as a core world. Most others are significantly less so. They’re populated by a wide array of people: military personnel, hopeless colonials seeking citizenship, prospectors seeking riches, wealthy citizens with a taste for adventure, convicts in forced relocation programs, and so on. Their purpose is to guard the borders of the commonwealth, anything else is secondary. Verge worlds usually have extremely diverse populations and much more relaxed culture, and social status is not considered as important. The military often provides some of the benefits that the imperial government would elsewhere, so the populace is not as desperate for citizenship as on other worlds. This much freer society makes them places of opportunity. Historically, some of the Commonwealth’s most successful corporations were started on Verge worlds, though some say that’s only propaganda. Regardless, Verge worlds are better places to live than many Colonial worlds, and even the slums on poorer Constituent worlds.
Diplomatic Approach: As a general rule, the Commonwealth is an expansionist power, though this attitude is tempered by by pragmatic caution. Factions they perceive as equals, they treat with respect, and seek alliances and trade agreements. Nations they perceive as weaker tend to be treated coldly, even condescendingly. The Commonwealth tends to push unfavorable treaties on these nations, gradually applying pressure on them until they agree to join the Commonwealth.
Faction Status: No major wars at the moment
Aggressiveness: The Commonwealth has not been involved in a major war in over 50 years, though there have been some minor incidents since.
State of War: None currently, though relations with nearby small factions are tense as a general rule.
Allies: (Doesn't matter how close they are as long as it's official. Run it by GMs first.)
Friends: (Add whoever your nation likes here.)
Apathetic: (Add whoever your nation avoids/doesn't care about at all here.)
Foes: (Add whoever your nation doesn't like here.)
At War: (Doesn't matter the scale of conflict between the two factions. Run conflicts by both the player involved and the GM if the conflict started before IC's events take place.)
Oddly enough, the Commonwealth is perhaps the most racially diverse government in the known worlds, with citizens from over 40 different species composing almost half the Commonwealth’s population. Sadly, most of them are treated as second class citizens by the dominant Vit’azny, who form a very distinct upper class within the Commonwealth. Almost all high level positions in government, military, or the corporate sector are held by Vit’azny.
Life in the Commonwealth is actually quite pleasant for Vit’azny and other species alike. The Imperial Government maintains a large number of social programs to foster growth and development. Citizens of member species enjoy access to free universal healthcare, free secondary education, heavily subsidized post-secondary education, a decent amount of personal rights and freedoms, unemployment insurance, fair taxation, a fair minimum wage, democratic representation in government, a degree of self governance and independence, and imperial funding for a number of industries. These benefits are something of a trap; they encourage many species to join the Commonwealth, not realizing they will be neither full members nor citizens immediately upon joining. In war, the ISC maintains a policy of always offering membership to their enemies. Many species over the years have decided to join rather than be exterminated. Even some species who could have won the conflict sought a quicker diplomatic end to war and accepted the offer, a decision most have come to regret.
Citizenship is a very important part of Commonwealth society. Being a citizen grants an individual access to all the Commonwealth’s benefits, as well as all its rights and freedoms. Citizens can also move freely from world to world, vote in elections, and apply to present a petition in the Royal Court. Non-citizens have none of these privileges; for them, life can be very hard. There are two ways to gain citizenship: money, or service. An applicant for citizenship must take three different tests: a generalized aptitude test, a specialized IQ test, and finally a citizenship test. While citizenship itself is free and the tests are not particularly difficult, the fees for taking each of the three tests are enormous. This means only wealthy non-citizens can take this route. Children of citizens gain access to citizen privileges via their parents until the reach the age of majority for their species, at which point they must obtain citizenship for themselves. It is common for parents to pay the fees for their children; many banks in the Commonwealth offer services to help citizens with children save up for the admission process, much like a college fund.
The other way to gain citizenship is through service; either to the Royal Armed Forces of the Commonwealth, or to the Imperial Directorate. Both routes skip the usual testing procedures entirely; simply serve for the allotted time, and be granted citizenship. The RAFC will take almost anyone, but is notoriously willing to throw away the lives of non-commissioned soldiers, so the challenge there is living long enough to gain citizenship or get promoted. The Imperial Directorate, in its never-ending quest to find intelligent individuals to help run the Commonwealth, has its own application process, which involves difficult aptitude tests and a number of exams and interviews. However, the Imperial Directorate is not just a quick way to gain citizenship, but also an extremely prestigious career that an individual could happily remain in for life. A third option is sometimes available; the Commonwealth sometimes has colonization drives to settle new colonies or Verge worlds, and offer citizenship to anyone who volunteers after they have lived on the target planet for a set number of years.
Vit’azny culture is strongly embedded with honour and military tradition. While not precisely a militaristic people, the Vit’azny don’t have any particular qualms about getting involved in conflicts, when it is necessary. War, of course, brings honour and glory to those with enough guts to seize them. Anything other than steadfast and heartfelt support of the military during wartime is considered borderline sedition. The culture of the Commonwealth in a larger sense is fairly difficult to pin down. Each member species brings elements of their own culture with them, so where a given species if more concentrated, their culture is more prevalent.
The Commonwealth does have a state religion, which the Vit’azny are quite fervent about. The enthusiasm of the rest of the Commonwealth varies widely. Their faith revolves around a pantheon of 7 gods: chief among them is Llyena, Goddess of Victory and Justice, from whom the Imperial Queen takes her authority. The others are Ichael, God of Life and Death; Arctus, God of Chaos and Destruction; Nezia, Goddess of Thought and Reason; Lexus, God of Order and Industry; Cyris, Goddess of Sight and Time; and Shakras the Lost, God of Secrets, the Unknown, and the Void. While Llyena is chief among the deities, different species in the Commonwealth honour others above her. The sly, snakelike Yanissans, for example, tend to favor Shakras the Lost, while the brutish Szitzu favor Arctus. Different planets, or even individuals of specific occupations will favor some gods over others; doctors might prey for Ichael’s left hand to guide them; the mandates of the Imperial Directorate are stamped with Lexus’s seal; some soldiers might pray to Llyena for victory, while others might pray to Arctus to grant them his battle fury. It is a faith as diverse as the Commonwealth itself.
Groundbreaking Technologies: The Commonwealth’s general tech level is comparable to that of other major galactic powers. The multi-national nature of the Commonwealth has brought together a myriad of technologies and ideas and combined them in innovative new ways. For example, the primitive brute force firepower of Szitzu mass drivers was combined with Vit’azny expertise in gravity control to develop a much more deadly weapon, while Yanissan missile systems and Rhodesian miniturization have given the Commonwealth incredible versatility in their long range firepower. Each species brings something to the table. Yanissan expertise in biotechnology is unmatched, while the Vit’azny are experts in graviton physics. One of the main reasons for inviting the Valerian Republic to join the Commonwealth was the expertise in cybertronics, particularly artificial intelligence systems, though this technology has yet to reach widespread distribution in the Commonwealth
Military Technologies:
GDC: The most remarkable Commonwealth technology is without a doubt their engine systems. The Graviton Drive Chain is a massive engine system that takes up a good portion of a ship’s mass. In the main reactor core, a self perpetuating Wronski-Birks reaction creates huge amounts of energy, gravitons, and anti-gravitons. The particles are directed around the ship to form a gravitational envelope around the ship, which simultaneously pulls the ship from the front and pushes at the rear. When reinforced by generators along the surface of the ship, this envelope doubles as a very effective shielding system. Having the ship enclosed in its own gravitational field grants a number advantages, most notably extremely good acceleration and maneuverability. The GDC also serves as a ship’s FTL engine. Emitting intense bursts of gravity allows the ship to slip into subspace to rapidly move from one point to another, a process referred to as surging. Surging is affected by other gravitational forces, making it more difficult to surge near planets or stars, or even other ships using GDC technology. A coordinated surge by a Commonwealth fleet is an extremely complex maneuver, requiring extensive calculations to avoid disaster. The range of an individual surge is fairly limited, so long range travel is done by a chain of shorter surges. In battle, surges are extremely useful, allowing Commonwealth ships to periodically relocate themselves into more favorable firing positions. The main limitations on combat surges are the processing power required to perform surge calculations, the time it takes the GDC to cooldown for another surge, and the fact that a surge severely depletes the strength of a ship’s gravitational envelope and thus its shields. A poorly executed combat surge will usually end in disaster, but a successful one can cause a decisive victory.
MCM: Multiple Configuration Missiles are another mainstay of Commonwealth military power. Commonwealth missiles are highly modulated, with a number of interchangeable components that allows ships to rapidly assemble whatever type of munition is needed. Warhead features range from standoff range ion beams to direct contact anti armor plasma charges. Fuselage features include additional drive sections for high speed missiles, extra fuel for extreme range engagements, and extra EW capability, among others. The drive section can be configured for long range bombardment or high speed evasive maneuvers. A kinetic warhead, enhanced targeting fuselage, and short range high speed drive combined make an excellent defensive missile, while an ion warhead with a stealth fuselage and long range drive can make a nasty surprise for enemy shields.
Axial Weapons: Though Commonwealth ships are designed to engage with broadsides, their long narrow profiles presented an opportunity that was too good to pass on. As a result, all Commonwealth ships mount high calibre axial weapons that fire from the bow. In older vessels, these weapons take the form of large graviton railguns, while newer vessels tend to have high intensity superlasers. Battleships and Dreadnoughts mount two axial weapons, while smaller ships mount only one. Powerful as they may be, these weapons are not the ship’s primary armament, so they are not as effective or mass intensive as a full sized spinal weapon would be.
Graviton railguns: The primary weapon of the RCN. The principle of magnetic rails accelerating a metallic slug is an old and quite simple one. The only modification the RCN has made is that, instead of magnetism, their railguns use artificial gravity systems to massively increase the size and speed of projectiles, and have multiple munitions types to accommodate different situations, such as armor piercing rounds, shield-breaker rounds, and flak rounds. Graviton railguns are configured in huge numbers of double mounts on the broadsides of Commonwealth ships.
Positron Beam Cannons: The pinnacle of Commonwealth energy weapons tech, positron cannons are devastatingly effective. They are mounted in massive turrets on the dorsal and ventral surfaces of Commonwealth ships and configured to deliver optimum firepower both forwards and to either side.
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Royal Armed Forces of the Commonwealth
The Commonwealth’s military, especially the navy, is very highly regarded amongst the populace. This pride, a healthy amount of pressganging, and the promise of citizenship results in a higher than average service rate. Military service is considered to be very honourable and prestigious; even the wealthiest of the nobility serve at some point in their lives, indeed some of them attained their lofty positions through that service. The RAFC prides itself on being a meritocracy where skill is what matters, not species or social status. This is mostly true, though some individual Vit’azny officers act otherwise. For the most part, however, the RAFC can bring one great fame and fortune; both the army and navy offer prize money for captured enemy equipment, as well as generous pensions for officers. The RAFC highly values even the most junior of its officers, including warrant officers. The enlisted men, however, may as well be cannon fodder, though this sentiment is not obvious. The official explanation for the high death rates among enlisted men is that they are over-eager to prove themselves, and so take unnecessary risks.
The Royal Commonwealth Navy
The RCN is an old institute that dates back to when ships sailed the seas instead of the stars. The Vit’azny saw no need to create a separate organization when space flight began, and the RCN simply assumed responsibility of military endeavours in space. The RCN remains convinced that the good old fashioned broadside is the best way to win any fight, though the range of these broadsides has increased significantly since the marine days of the RCN.
As a result, Commonwealth ships tend to be tall and thin, with super-heavy positron beam turrets on their dorsal and ventral surfaces. The sides of the ships carry the majority of the broadside armament, which consists of multiple missile tubes and medium-calibre railgun batteries. Flak systems and point defence lasers are scattered across the ship. Additionally, most Commonwealth ships are equipped with axial mounted weapons. This configuration reflects the RCN’s current tactical doctrine. A given RCN ship is designed to be able to approach an enemy ship, firing with their positron turrets, axial weapons, and missile batteries at a target in front of them. Once the opening salvo has been fired, the ship turns to present its broadside, allowing all its positron turrets and broadside weapons to open fire. The railguns are mainly used as suppressive fire; the constant pounding saturates enemy defences, preventing shields from regenerating, playing havoc with sensors, and interfering with targetting solutions. The real damage is done by the positron cannons, which may be slow firing, but pack a punch. Missiles can be equipped with a variety of warheads, making them suitable for either purpose. For fleet engagements, the RCN’s most common tactic is to have ships form into a wall formation, each ship presenting their broadside to the enemy for devastating effect. Since space is a 3-dimensional place, the wall formation often ends up being adjusted to a sort of semi-spherical formation, which ships altering their broadside angles slightly to fire on targets approaching from any vector. This formation is often deployed to form a defensive screen for Commonwealth Star Carriers as they unleash their hordes of strike craft from the safety of the centre of the formation.
Fleet:
Praetoria-class Commonwealth Star Carrier
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The Praetoria-class Commonwealth Star Carrier is the pinnacle of Commonwealth technology and engineering. Commonwealth Star Carriers serve as flagships and centerpieces to the Commonwealth fleets, and have a number of variations compared to most Commonwealth ships. While the Praetoria class has a massive broadside, countless missiles, and 12 quad-barrelled super-heavy proton turrets, it is not designed to operate independently. CSC’s in general are designed without axial weapons, since they are usually too deeply placed in the fleet to make use of such weapons. Instead of axial weapons, the Praetoria-class has extensive hangar facilities, permitting it to launch a massive number of fighter craft onto the the battlefield.
Valiant-class Battleship
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Slow, heavily armored and shielded, and packed to the brim with weapons, the Valiant is a rapidly aging but extremely dependable class of ship. The Valiant is designed in accordance with older RCN doctrine and is equipped with 6 quad-barreled super heavy positron beam turrets. Its age means that it is equipped with a massive axial mounted MAC gun rather than an axial superlaser. Compared to newer designs, the Valiant has fewer broadside railgun batteries and missile racks, but carries a large number of fighter craft into battle and possesses extensive command and control facilities. Combined with their extreme survivability, the Valiant is often the command ship of choice in a fleet.
Magnificent-class Battleship
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The Magnificent is part of a new line of warships being introduced into the RCN fleets, and its design is reflective of that. While smaller and faster than the Valiant class, it is not as well defended. The Magnificent mounts an axial superlaser, and 5 triple barreled super-heavy positron beam turrets. It has a denser array of broadside weaponry, including a higher than average number of missile tubes, at the expense of reduced hangar space. The Magnificent is all firepower, with only a token force of interceptors for its own protection.
Reliant-Class Battlecruiser
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Truly a jack of all trades, the Reliant forms the backbone of RCN operations. The smaller sister-ship to the Valiant class, the Reliant packs 4 quad-barreled heavy positron beam turrets, a respectable broadside, sizeable hangars, and as of its most recent retrofit, an axial superlaser. The Reliant also has excellent C&C capabilities, sophisticated scientific labs, spacious quarters for diplomats and foreign dignitaries, and advanced sensor arrays. Basically, the Reliant is the Commonwealth’s go-to multi-role ship, and is well suited to a wide array of missions as well as being formidable in combat. It’s extensive use and versatility have made it an icon of Commonwealth naval power.
Imperial-class Destroyer
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The Imperial class is another new innovation from the RCN. While the role of the Destroyer has always been to bring heavy firepower to bear on a small frame, the Imperial takes this philosophy to the extreme, doing away with fighter craft entirely and maintaining only the minimum hangar facilities necessary for personnel transfer and cargo loading. The Imperial brings 3 triple-barreled heavy positron turrets and a formidable broadside to battle, and can easily dispatch of cruisers on its own or group with other destroyers to attack larger targets.
Resolute-class Heavy Cruiser
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The oldest class of ship currently in service, the Resolute class is pretty standard as Commonwealth ships go. Essentially a larger, better defended and older Vigilance-class, the Resolute posesses greater broadside firepower and larger hangars. It is equipped with 3 quad-barreled medium positron turrets and an axial MAC gun.
Vigilance-class Cruiser
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The Vigilance-class is the workhorse of the Commonwealth fleets. In any given situation, a Vigilance class cruiser will likely be the first ship on the scene. It is heavily armed, well defended, and fast enough to be useful for long range scouting, dangerous patrols, escort duty, and exploration, all while being able to take its place in the line (technically a semisphere) of battle. The Vigilance carries 3 quad-barreled medium positron turrets and an axial superlaser, though its broadside is less formidable than that of the Resolute. The Vigilance is also the smallest Commonwealth vessel to carry a fighter craft, and only supports a few of them.
Endeavour-class Assault Frigate
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A fairly typical class of ship, the Endeavour wields 2 tripe-barreled medium positron turrets and the smallest axial superlaser in the Commonwealth, with a fairly typical broadside. In the line of battle, the Endeavour generally serves as an escort for larger vessels.
Warrior-class Frigate
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The Warrior class is a little more versatile than the larger Endeavour class, and sees heavy use all across the Commonwealth, performing surveys, patrolling shipping lanes, chasing down pirates and escorting low-importance targets. The Warrior carries 3 quad-barreled light positron turrets, a small axial MAC gun, and a light broadside loadout, and is used all across the Known Worlds for a variety of purposes. In battle, it joins the Endeavour in supporting larger ships.
Striker-class Corvette
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Corvettes are a newer concept for the RCN, and the Striker class is only the second vessel to be designed and implemented in that role. The Striker is a brand new design, only just fully integrated into the RCN. The only Commonwealth ship designed to have its firepower aligned towards the bow, the Striker is meant to race around the battlefield wreaking havoc with its 3 double-barreled ultra-light positron cannons, light missile tubes, and axial mounted medium positron cannon. It has no broadside railguns to speak of, and can reach astonishingly high speeds. Strikers operate well in groups, and underestimating these small ships would be a foolish mistake.