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Serapian Hypernation; Imperial Serapis
Topic Started: Mar 28 2010, 09:55 PM (1,310 Views)
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Serapian Hypernation

General History


The Serapian Stellar Cooperative Union of Xalusian Colonies, simply known as the Stellar Cooperative Union or SCU, is a loose confederacy of Xalusian colonies, banded together only by common interest and common genetic relationship. Simply put, the Union is nearly completely based on circumstance - no one polity need not interact with each other: it just seemed appropriate to do so.

During the Conservation (of the species) Craze in the 12500's, Sleepers, or colony ships loaded with colonists packed in cryogenic pods, were dispatched to three surrounding systems in order to grant the Xalusians more chances at survival on a galactic scale. The intent was simple; grant the species multiple chances at survival if a mass extinction event occurred on any of the colonized (or the home) planets. Sleepers were sent to rocky, terrestrial worlds, waiting for the world below to be serapaformed, before being awoken and shuttled to the surface.

Five centuries later, with the advent of hyperspace technology, connections were established with the colonies. Discovered to have their own unique cultures and populations in the millions, the venerable nation-states of Serapis found it necessary to allow these cultures to flourish instead of subverting their sovereignty and probably igniting a interplanetary war. Thus, the Stellar Cooperative Union was formed out of fairness and not necessity. Nothing but a worthless scrap of paper binds the peoples together. The Xalusians have no voice.

Several attempts had been made to centralize the Union. A supra-political joint military to combat piracy, a unified currency, and even a galactic government had been attempted - but to no avail. The Colonies had been independent for so long that a large majority of their occupants felt no attachment to Serapis and her nation-states anymore. The attempts to bring together the masses were doomed to fail before they began.

As the Xalusians enter their first century of existence as a galactic unit, the galaxy around them is changing. The civilizations of the galaxy are moving, and they must change or be destroyed by their own designs. This will prove to be the biggest test to everything they have accomplished as once again politics is the driving force behind the hindrance of technological progress and the advancement of civilization.

And change they would. With Grandmarshal Xoelah Sophid's desperate coup to free the Januthian serapaformed moon of Isonzo from the clutches of it's sister-moon Thith, he received more than he bargained for. The Core Worlds bowed before him, and sacrificed their collective sovereignty in favor of a greater union. That polity would be the Greater Serapian Prosperity Sphere of Cooperative Xalusian Planets, but more commonly known as the Serapian Hypernation. As a unified unit, the Xalusians can finally spread to the stars without fear of destroying themselves - or so the government says.

Table of Contents

Commerce | A Galactic Society | Civilized Sphere | SCU Government | History | Dark Matter Navy
Imperial Legions | Heroes of Serapis | Xalusians | United Industrial | Ministorum
Edited by Emperor, Aug 24 2010, 09:15 AM.
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Commerce

Early Overhaul


Since the dawn of specialized labor early in the history of Serapis, coinage had always been at the heart of commerce. The exchange of good ands their supposed monetary value was something that persisted through the majority of Xalusian civilization. The entire global economy rested on the confidence people placed in the market, and thus it was subject to violent reactions and through many into below-standard living conditions. Many would lack proper food and water and perhaps even perished because of market fluctuations.

In the 11900's, a global conference, the Trans-World Monetary Summit brings the militaristic, and war-weary Old Powers together in Serapis' first cross-political convention to discuss the issues pertaining to monetary capitalism and it's drawbacks to society and a species as a whole. By the end of the year, the first cross-political treaty, the Treaty of the Standard, is signed by the Old Powers. The Old Powers prop up the first cross-political governing body, the Economic Watch Service, an organization dedicated to make sure nations are taking the right steps in making sure the citizenry are not financially exploited.

Business

There exists a myriad of industries in and around the Stellar Cooperative Union. From the simple wool loom to the complex orbital military contractor, every industry exists to serve the populace, advance technology in any field, and to expand to the stars. At the forefront of this is United Industrial, owned by the wealthy and prestigious Sophid Family. Essentially they are a conglomerate of orbital construction businesses that formed a megacorporation and now dominate the stellar construction market in almost every aspect - their only competitors being other MegaCorps in the same field.

Their process in construction and the quality of their construction made United Industrial the first place any SCU representative would go if something needed to be built. Also, the fact that it is free rather than privatized by the state allows it more freedoms and liberties at what they create, and how it is built, drastically reducing build time and still keeping up maximum quality.

Reform

After the Great Coup of 13th Millennium, the new Emperor of the former Stellar Cooperative Union, Xoelah Sophid, found the initial system created by the venerable Treaty of the Standard to be making his new subjects fat and lazy. The lack of exploitation of man hours decreased production and sapped the economy with a heaping amount of entitlements to the unemployed. Thus, he voided the old Treaty and reinstated capitalism in it's purest form - with some restrictions. He standardized wages, and offered tax breaks to corporations who employed more citizens.

Emperor Xoelah figured correctly that pure capitalism would spur production, but it also made Xalusians think into the future. Instead of useless entitlements to help Xalusians in need, it proved that Xalusians would gain some of their lost foresight, as it caused them to invest and save instead of just counting on the government to protect them when they fell.

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Edited by Emperor, Aug 24 2010, 12:12 AM.
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A Galactic Society

Takeover


Many individual cultures exist within the confines of the Stellar Cooperative Union, and can generally be divided into two groups: Spacers, or cultures that arose through the Sleeper Movement, and the Statics, or cultures that originated from Serapis. However, nothing trumps the dominate culture of the Union, and that is the culture of the Galactic Society. Instituted by the Old Powers of Serapis on the eve of Space Age, it spread like wildfire throughout the across the globe. Eccentric clothing, gentlemanly conduct, opulent architecture, and the quest for leisure vibrated across the world and integrated itself into the already existing cultures. Locally, customs were different, but people began to dress, act, and talk the same as the citizens of the Old Powers. Not even 500 years of separation could stop it's spread as the invention of the Space-Time Modulator united the colonies and infected the worlds with the developed and inbred culture. Powerism was here to stay.

Powerism

Powerism is the galactic culture of the Xalusians, defined by the trends and fads of the Old Powers, that is expressed in attitudes, architecture, and attire. It is the only culture that has remained unchanged and true to itself longer than any surface culture ever did. With no majority of individuals loosing faith in the culture, it remains unchallenged and will probably continue as long as the Stellar Cooperative Union supports it.

Attitudes

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Over the millennia, Xalusians have always paid special attention towards the production of items. Be it from the simplest toy to the most complex armament, Serapis has paid it's price by industrialization. At the expense of the biosphere, heavy industry around the globe wrecked the atmosphere and turned it into a hothouse. Greenhouse gases melted the glacial ice, disrupted gulf streams, raised the water level, and increased the mean temperature a sweltering ten degrees about "normal." At this expense, technological progress has reached it's apex, with several major stellar transportation inventions bringing interplanetary civilization to life. Modern Xalusians view industrialization as a must, for it has already proven it's usefulness one hundred fold. Though now the industrial sector has moved to space, no one can ever forget the ecological damage wrought to Serapis, and how it mustn't be repeated again.

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There is nothing more central to Powerism than politics. The official writings on Powerism by world-class scholars dictate the Powerism commands all citizens to participate in the government, as both the citizen and state should be one and the same. Powerism, by definition, supports a libertarian and democratic agenda. Political policy is supposed to leave the individual citizen alone, and to only call upon them in crisis. The State is also meant to benefit every citizen, and not just the privileged few. Although Powerism again dictates a very Stoic view of government, socialism is prevalent throughout the Civilized Sphere as a means to uplift the struggling and protect the laborers that build civilizations. Politics is meant to be more of a duty than an option as it is supposedly up to the people, not the leaders, to decide the course of government. Thus, the idea of dictators and monarchs scare true Powerists, as they hold too much authority and thus undermine a individual citizen's Free Will. Though the system in itself is not perfect, it remains in practice wherever possible to this day.

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As the Stellar Cooperative Union steps into the Interplanetary Age, the question of future colonization arises - how should expansion be handled? It is inevitable, the Xalusians will desire to expand to consume more resources and open new centers of production, as well as spread the glorious ideology of Powerism to the alleged aliens of the cosmos. Generally speaking, the opinion of Colonialism is two-fold: the citizenry feels money could be spent elsewhere, and corporations want to open up space to massive commercialization and thus expand their enterprises beyond to new worlds and new resources. Powerism itself supports the notion of the corporations. Civilizations prosper and survive as they expand their influence around their surroundings. Supposedly, it should then be every citizen's duty to trail blaze the void and establish colonies and resource operations on as many worlds as possible. Under the Stellar Cooperative Union, there has been no motions to move outward as there is no political support from within to do so. Essentially, being that Xalusians are naturally ritualistic in there legalities, everyone is waiting for the frontier to be opened up to the masses.

Architecture

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Architecture is one of the most important things to all Xalusians, and is directly supported within Powerism. Since stone is from the planet, all buildings are usually made of stone. This is supposed to act as a safeguard if the Xalusian civilization is exterminated, her stone buildings will remain. Though true Powerists enjoy the quasi-Neo-Gothic flourishes, war usually dictates improved building codes. Most modern buildings have a Neo-Gothic face, with a structurally reinforced frame meant to absorb up to direct artillery strikes. So, the aura of the building is still present, while protected in case of a military engagement. Xalusians place a lot of value into their constructions, which makes architectural engineers one of the prestigious employments in the Civilized Sphere. Buildings are meant to last for lifetimes, and are viewed as snapshots of history. Stone megatropolises dot Serapis and the Colonies as stone faces can be supported on tall skyscrapers, and consume much less resources as traditional "true stone" buildings. Buildings usually include large busts of historic individuals, or sculptures of mythical creatures to act like a sort of guardian over the structure.

Attire

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Gentleman's dress.


Attire is the clothing that directly expresses the persona of the individual. Powerist male attire usually consists of many layers of clothing, including, but not limited to, great coats, coats, overcoats, ruffled cuffs, leather gloves, double-buttoned shirts, polished platinum buttons and cuff-links. It is meant to display the opulence of the male, in that that they wealthy and accepted members of societies. Lower classes and non-citizens are not permitted to wear such articles due to the possibility of destabilization within the Powerist culture itself. Frankly, there is no other proper way to display your devotion and loyalty to the state than to dress per your class. Lower members usually wear just downgraded versions of these clothes.

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Gentlelady's dress.


Female clothing is much different. It usually involves the display of jewelry, and making oneself pleasurably more attractive than other women. Women, in the Powerist society, are truly equal as women are respected to possess better judgement in critical times than men, who tend to be more impulsive and quick to agitate. This is reflected in their attire, as women are supposed to look simple, yet desirable, which is highly reflected of their calm and coolness. A change in dress is not meant to compete with other women for a male, but that is usually the case anyhow. Though expected to be sexually attractive in courtship, a female Xalusian's clothes are meant to deter the perverse, and have more attention to be directed at the target's personality and charm over looks and sexual prowess - a concept developed by the Old Powers when the aristocracy felt that reproduction contracts were devolving into lust-driven social contracts that would immediately be discarded after the first signal of sexual boredom.

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Fleet Officer's dress with full decorations.


Eccentric uniforms for officers exist for two reasons. The first, an intimidation factor, and second, to provide the proper commendation to those who have devoted themselves to service for the Union. Uniforms are made intentionally flashy as to attract attention to the wearer and make sure he or she is properly recognized for any deeds he or she has committed on the field or void of battle. Uniforms also have a psychological role. Putting on a uniform assigns you a specific role, and how you conduct yourself in that role. Being Supreme Admiral of the Dark Matter Fleet is not a title that is nearly as gratifying if it does not accompany the proper uniform.
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Civilized Sphere

The Bubble


The Civilized Sphere, meaning all places were Xalusians inhabit (and not necessarily affiliated with the Stellar Cooperative Union), is a very, very, very small bubble compared to the scale of the Milky Way. It only consists, currently, of the home system of the Xalusians, Kut. Within that bubble is a myriad of cultures and billions of individuals. It encompasses all knowledge they have acquired and everything they had build. This is why the preservation of that Sphere is so important. It holds high moral ground on the part that the standing civilization is the civilization that was able to outlive so many others before it. That they were given a chance to thrive in a fresh galaxy. It is because of this that all Xalusians hold their Civilized Sphere in high regard, and are very reluctant to accept other cultures, let alone other species, as equals.

The Territories
Kut System
Auin System
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SCU Government

Institution


Governments arose early in Xalusian civilization. As tribes of migrants settled down and interacted, the notion of jealous developed. Perhaps your neighbor's crop did better than yours. Instead of asking for assistance, greed develops and the neighbor steals his crops. However, instead of accepting this fact that his family will die - the owner gathers some of his friends to kill the neighbor. Eventually the taste of blood develops in their mouth and the find themselves dominating an entire region of farms. This was the formation of government. Geographic regions ruled by a sort of overseer.

As nationalism and democracy took hold, the idea of regions collapsed under the weight of nations - defined boundaries on the geopolitical surface. Nations had unifying parts where regions did not, which seemed more appealing and better organized. Government forever would be associate with the nation. Nations and governments would be in this union for a long time - at least until the Sleeper Movement of 12500's. No one knew what would happen to the colonists. The greatest example was on Xul, where nations ceased to exist until they were invited to join the Stellar Cooperative Union as a necessity instead of naturally occurring.

Thus, the idea of a supranational government evolved. A nation that would govern nations. It seemed unheard of, but actually came into being prior to the formation of the SCU (which was heralded as a nation that governs nations that govern's nations). The League of Serapian Nations was formed as a world government that banded all of the Old Powers together under one purpose. Individual nationalism was not extinguished but instead modified for a greater political purpose, It would be this kind of government that would prevail other the old order in terms of organization and is what exists to this present day.

Function

The Stellar Cooperative Union has two different types of elected office in which to run for. The most numerous are the Lawgivers. They are the representatives of the individual nations that meet on Serapis to discuss policy, pass laws and hold judicial tribunals, in committees, to try offenders of the law. The second office, consisting of one chair, is the Statesman. The Stellar Cooperative Union is ruled by the General Statesman and is elected by the Lawgivers amongst themselves. The General Statesman carries out all executive functions of the Union, can veto legislation, and, in theory, mobilize the Dark Matter Fleet and the Union Expeditionary Force, or the U.E.F.

However, the problem remains that the Stellar Cooperative Union is powerless. The Lawgivers are too concerned with public opinion that they fail to act when appropriate, often leaving issues in the hands of the member-nations. The General Statesman is also subject to this problem, as coming from the Body of Lawgivers, he is much like them. Further, since supranational governments are not represented (only the nations they govern are members) technically do not have to abide by any Union law, and are mostly free to operate as they please.

What remains is a convoluted, ineffective confederacy of nations and supra-nations that do operate in sync and cannot come to any consensus on anything. Even if laws were passed or orders given, it is unlikely that the supranational governments would abide by them. Things such as military spending and infrastructural upkeep are things that cannot be executed effectively because of leaders that hold pointless positions based on a popularity. Without some semblance of centralization, this is cycle likely to continue.
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History

From the Beginning


The history of the Xalusians stretches back 13,000 years, and millions of years if you include their evolutionary development. However, the most recent event, the formation of the Stellar Cooperative Union, trumps everything else. The formation of a cross-political governing body is a landmark achievement within the Civilized Sphere. It united an entire species, albeit loosely, into a political unit that carries the potential to guide all Xalusians throughout the Universe. The epic of Serapian History was written by Dr. Rogal Dorn, professor of history at the Isonzian Academy, with annual editions published each year in addendum. This epic piece of work is called the Lexicanun.

Timeline

11,999 FFC (From the Formation of Civilization): (-1001 GY) The Trans-World Monetary Summit convenes the militaristic Old Powers together in Serapis' first cross-political convention to discuss the issues pertaining to monetary capitalism and it's drawbacks to society and a species as a whole. By the end of the year, the first cross-political treaty, the Treaty of the Standard, is signed by the Old Powers. The Old Powers prop up the first cross-political governing body, the Economic Watch Service, an organization dedicated to make sure nations are taking the right steps in making sure the citizenry are not financially exploited. Scholars claim this is the foundation of the later League of Serapian Nations.

12,251 FFC: (-749 GY) Another global convention, the Commericalization Council, is convened on Serapis by the Old Powers to discuss the idea of allowing businesses to commerically operate in space. The demand for raw ores was rising, and the supply could not be met due to the dwindling veins all over the surface of Serapis. Strip mining and deep mining were proving to become increasing difficult, so the notion was to allow corporations to act in th Void. When the Council ended a few months mater, the Old Powers decided that it was okay for corporations to act on their own initiatve to mine the Asteroid Belt. Businesses were allowed to settle in hollowed out asteroids and planetoids on a first-come first-serve basis. Thus, the first mining MegaCorps were born as the planetside businesses with the most capital were able to scramble the biggest and fastest fleets first.

12,425 FFC: (-575 GY) The Conservation of the Species Movement is in full swing. Survivalists and Space enthusiasts across Serapis cry out that stellar colonial ships need to be constructed with generational life support and shot across the galaxy to increase the chances of the Xalusian species continuing on if Serapis is destroyed by stellar or Xalusian forces. The newly formed League of Serapian Nations, inaugurated this year, taking this new sentiment to heart, financed what the individual Old Powers could not, and what was to take the Xalusians beyond their world or to their moon. The Cross-Galactic Committee was opened up in the League Senate, and planning began on 10 Generational Colony Ships to be shot throughout the galaxy to preserve the Xalusian species.

12,430 FFC: (-570 GY) The generational Colony Ships are launched. The multi-trillion credit project took five years to complete. Millions of Xalusians took the pledge for a better life and boarded the ships and left Serapis in all directions, with a few staying within the Kut System in an attempt to bring life to places there was none. Scientists estimate that it will take five hundred years to complete their journey to establish a colony. Many citizens found this statistic to be ludicrous, and questioned why they had been taxed so to achieve this feat. Several revolts and demonstrations broke out protesting the sovereignty the League of Serapian Nations had over them. All revolts were violently put down.

12,756 FFC: (-244 GY) League of Serapian Nations announces contact with the first off-world colony of Xul, the next planet in the system. Though it is believed that the contact had existed years before that, Xulan and Serapian representatives signed the Treaty of Unification in which birthed the modern Stellar Cooperative Union. It also inaugurated the Dark Matter Fleet, a militarized stellar force meant to police transit lines between Serapis and Xul. Initially the Dark Matter Fleet was the official fleet of the SCU, it would later be confined to Serapis in an effort to decrease stellar militarization and prevent interplanetary war - the latter being a completely useless clause. This year also saw the Xulan Crisis, when the SCU only allowed for the election of a single Xulan representative, which would be easily overpowered by the massive representation of Serapis. This was a legal defect in which almost caused Xul to suceed. Instead, Xulan leaders created the Colonial Summit - supranational government (government that are not recognized within the Treaty of Unifcation as political entities; they are not represented) that divded Xul into fifty provinces and masked them all as individual nations. Xul would be granted their fifty reprenstatives which would set a precedent for further contacts with Sleeper Colonies in the future.

12,950 FFC: (-50 GY) Serapis is declared by the SCU to be 'unfit to live comfortably' and designated it a One Way Quarantine Zone. Meaning, people currently living on Serapis may leave, but no one further may be choose to live on Serapis due to the extensive ecological damage caused by hundreds of years of planetside industrialization. The League of Serapian Nations passes a law that walking outside of a building unprotected (exposure by the sun for any period of time in a no-ozone environment increases one's cancer risk) is considered a crime against the state. The punishment is labeled as immediate execution.

12,955 FFC: (-45 GY) Xoelah Sophid is born in Ultor, Serapis.

12,985 FFC: (-15 GY) Litharoe Thaed is born in Medrengaard, Isonzo to Sayusk Thaed and Gretcha Sopid - making him Xoelah Sophid's nephew.

12,995 FFC: (-5 GY) The Thith Mining Crisis begins. The Isonzo mining corporations abandon their individual interests to form a Helium-3 gas extraction megacorp called Celestial Mining. This megacorp quickly scrambles their resources to create a gas extraction vessel capable of diving deeper into the crushing atmosphere of Januth. They succeed, and begin to put Thithite gas mining corporations out of business. An attempt to form their own megacorp was made, but action never left the negotiation table. Infuriated, Thith petitioned the Stellar Cooperative Union to intervene in the conflict to make the market more fair. They called for Januth to be divided into three quadrants - one for Thith, one for Isonzo, and the other for Serapis and Xul. The gas minings megacorps, holding much influence over the Chamber, blocked the tribunal and destroyed any hopes of recovery. The Chamber claimed that their authority didn't pass beyond the Treaty of the Standard, and the SCU didn't acknowledge world governments in the Treaty of Unification. Thith would continue to petition to have a fair tribunal, but would be continually blocked.

13,000 FFC: (1 GY) Frustrated from constantly being blocked politically, the Thithite representatives walk out of the Chamber and Thith secedes from the Stellar Cooperative Union - sparking the Thith-Isonzo War. Taking their hatred on Isonzo, the 1st, 2nd, and 3rd Siege Flotillas engage the Isonzian fleet that is in port and destroys them, opening up their planet to orbital bombardment. Releasing asteroids by mass drivers to the surface, the volleys claim a billion lives as entire major cities are flattened by only a few large rocks. In response the the Stellar Cooperative Union's inaction against this genocide over commerce rights, Grandmarshal Xoelah Sophid usurped the League of Serapian Nations, abolished it, and formed the Serpian Autocracy. With his political power, he mobilized the Dark Matter Fleet to engage the Siege Flotillas. Destroying them, the DMF was poised to bring the war to Thith. Contact is also announced with two alien species, one in their system, calling themselves the Trinn, the other over Acea, calling themselves Aionian Humans.

13,001 FFC: (2 GY) Thith is virus bombed by the Dark Matter Fleet, exterminating their entire population as revenge for the billion lives they took from Isonzo. The SCU is centralized and disbanded by newly crowned Serapian Emperor Xoelah Sophid. Contact is made with an odd race on the surface of planet Xoelahus (OOC: Auin), and is currently under study by colonial academia, who are formulating a report to Serapis. The newly formed Serapian Hypernation inaugurated the Administratum, the new governing body of all new worlds under Serapis' control. Infrastructure across the Core Words is completed, and Emperor Xoelah I boasts a 300% increase in industrial production. A press leak also uncovers that nanotechnology was used to repair the broken Aionian ship over Acea, leading to a surge of new efforts to utilize nanotechnology to speed up production.

13,002 FFC: (3 GY) Contact is made the the Krest Imperium, as the Xeno Affairs Department begins negotiations with it's High-Alpha on a derelict world of a lost civilization. The Xoelahus Incident begins, as native xenos attack crew members of the Praetorian, a scout ship determining a proper location for colonization of the small planet. Contact is also made another polity of Humans, known as the Vanguard Initiative Organization, VIO for short. The Serapian Crisis occurs, as the VIO survey vessel is boarded and combed, but shortly after explodes. This incident results in official relations between Nomad Station and Serapis, as an exchange program is announced between both polities.

13,003 FFC: (4 GY) Serapian Emperor Xoelah creates the Imperial Tithe (taxation of manpower and wealth), an effort at mass militarization of the Core Worlds in order recover Sleeper colonies and reincorporate them into the Civilized Sphere, and by default, the Serapian Hypernation. The Xoelahus Praetorium (OOC: Auin System) is established, as it's Gas Giant, Thaed, is fully colonized. Material extraction operations are underway throughout the entire system. Litharoe Thaed, nephew to Emperor Xoelah I, is named his successor upon his death.

13,004 FFC: (5 GY) Human pioneers from Nomad Station arrive for a one-year tour of Serapian culture, which is reciprocated by the Serapians as they dispatch ten observers to examine Human culture. I Wing of I Fleet is scrambled to bring the world of Malachor V under the banner of Serapis, but runs into a fleet already attempting to conquer the planet - from the rogue colony of Arabold that left Serapis 500 years ago during the Sleeper movement. The First Interstellar War begins. I Wing escapes to safety, but II Battalion is deploy on the surface to give Serapis enough time to replace the losses in the orbital conflict. DIgging into the Castle Mountains on the surface, 350,000 Malachorians are conscripted into General Gaedec Daerit's army. However, the numbers prove fruitless, as he is soundly defeated by Imperial forces, and is forced to flee with his remaining forces back to Serapis to regroup. Taking 80% causalities, it is the biggest defeat in Imperial Legion history.

13,005 FFC: (6 GY) The Vanett Empire, a people of arachnid appearance, appear over the skies of Auin. Claiming that they knew of the Tyghateek that dwelled here, they requested an alliance with Serapis to help destroy the Exoss Artile, who had viscously attacked them and were almost on the verge of a complete victory. Praetorian Raev Yuruq of Serapis initially accepted, but sent an emissary to the Artile to obtain their side of the story. When learning the the Vanett story was only a farce, I Fleet turned their guns on them, and brought an end to their bloody attack, dooming them to extinction. Soon after, relations were established between each power, and signed on for the integration of commerce, a full military alliance, and the joint effort to uncover the ruins in the Nariph system. Oddly, the Liroro of the Exoss Artile and the Xalusians looks strangely familiar.

13,006 FFC: (7 GY) At the request of V.I.O. President Victor Calhoun, II Wing, I Fleet - the Exploration Wing - warped to the Sol system and made direct contact with the Human race at Earth. Plans were signed to initiate a cultural exchange program between the Humans and the Serapian Hypernation. The Tyghateek language is finally decoded by the efforts of Dr. Athi Soeth, and fruitful communications have arisen, but not without strange cross-cultural set-backs. The second battle of the First Interstellar war begins over the orbit of Nariph in the Nariph system, as preliminary raiding fleets from the Galactic Empire begin to attack I Fleet in conjunction with the Artile flotillas and the V.I.O. Accord Fleet.

13,007 FFC: (8 GY) In a navigation error, diplomats from the Leulras Global Coalition accidentally warped into Auin space, with fruitful diplomatic relations commencing. A cultural, technological, and commercial exchange is in the works, in hopes of bringing the two polities together. Exoss Artile scientists arrive on Serapis to analyse photographic archeological evidence and blood samples to determine if their is a common genetic and cultural link between them, as per their strangely similar appearance. Such a link is found, and both species appear to be subspecies of a greater, unknown species. This event is known as the Galactic Familial Incident and is initially hid from the public.

13,008 FFC: (9 GY) The First Interstellar War ends, and the Serapis Peace Accord ends the blood-feud between both factions. The Galactic Empire begins the re-education of their citizens, and the Hypernation commits itself to peace with their brethren, and a private line is established between both Emperors in case of an emergent situation that can be more easily handled at a personal appeal level. Exchangees from the Leulras Global Coalition and the Hypernation swap in an exchange program modeled after the one conducted with the V.I.O. Emperor Xoelah Sophid, in an address to the Palace of the People, announces the First Sphere Expansion, and claims the nearest ten systems must be colonized and placed firmly under Serapian rule to make up for their previous weakness during the First Interstellar War.

13,009 FFC: (10 GY) Several bombings around the Palace of the People force the Emperor's hand to create the Deathwatch - an organization rooted in unearthing political criminals and disposing of them quickly and quietly. The organization is believed to have been penned by Sertorian Malcador, who jointly leads it with Litharoe Thaed. The organization itself is based on the transient Immolator Class BB the Overwatch as a means of a base to house all of their operations. It is also believed there exists a many stations dedicated to the 'housing' of criminals as well as back-up copies of all paperwork. A joint Exoss Artile/Hypernational science team lands on Isale at the Ancient Circle Site, and descends to uncover what is below. The site is actually a Beacon Temple, one of four locations used to summon the Great Devourer - a war machine that size of a Dyson Sphere that destroyed the Empire of the Three's civilization a half a billion years ago - and who is directly responsible for the creation of the Liroro and Xalusian species. This is also kept secret from the public's eye, as it would naturally induce incredible amounts of panic and the degradation of society and government. Political frustrations would lead to a shock wave of malcontent toward the Tyghateek through the Ministry. The primitive nature of the species itself, as well as their reluctance for understanding things beyond their knowledge eventually swayed peoples hearts away from them. Emperor Sophid desired integration between both species, but it would be virtually impossible. After much pressure, the Limited Natural Reserve status of Auin is lifted by direct order of Emperor Sophid. A massive land grab begins, but is initially halted by the Emperor, unsure of what to do with them. Several attempts were made to diplomatically move them to a reservation site, but all attempts eventually fail and erupt in violence. It is thus that forced evictions begin. Aliens are regretfully rounded up by the truckloads and moved to fenced off "Preservation Claims." It was when a massive break-out occurred and several colonies were attacked that Serapis had enough. Forcing colonists to return to the Polar colonies, the Emperor contacted Lord Iral Tyasur and offered him a week of gathering up all Auin fauna they could for harvesting. Traditionally, in Liroro blood harvesting, mercy is spared to the creature and their spinal column separated from their brains to shut down any pain the dying animal might experience. It was explicitly suggested that the Tyghateek did not have their spinal columns severed, and that they feel the pain that they inflicted on the Xalusian colonists. During this process, the Dark Matter 1st Fleet blockade Auin, and no media corporations were allowed planetside to know what was happening. All that was released by the Ministry was that "the alien problems are being dealt with. It was also this time that the military found the Tyghateek to have strategic value, and harvested genetic material for cloning purposes. When it was all over, the surface was allowed to be repopulated, and the remaining Tyghateek to die a slow, agonizing death into extinction. Lessons were learned and notes were taken. Civilization could not be introduced in such a way like this anymore, as it would only turn into genocide. A step-by-step process was initialized for future contacts under their technological level of development, each with their own protocols.

13,010 FFC: (11 GY)
Edited by Emperor, Aug 24 2010, 09:39 AM.
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Dark Matter Navy

Purpose


The Dark Matter Navy, or DMN, is the collection of every armed vessel the Stellar Cooperative Union possess to defend and preserve Union sovereignty. Founded in 12,756 FFC, when the First Contact with Xul took place, it's original role was to police the transit lanes between colonies, but it grew to be a fleet in every sense of the world to protect SCU's interests around the Kut System. In terms of scale, it is the fastest growing price tag in the Union budget as it needs to be constantly expanded to keep up with increased trade, future expansion projects, and defensive actions around the Union.

The DMN is broken down into two groups, the Dark Matter Active Navy, or DMAN, and the Dark Matter Reserve Navy, or DMRN. Proportionally, the Reserve Fleet is much larger to keep operating costs down for the Active Fleet, and to ease a possibly weary populace. The Reserve Fleet is subject to mobilization at any given moment of crisis by High Command at the consent of the Grand Marshall and the General Statesman. When the Reserves are mobilzed, they are divided into their own designations for proper administration on and off the battlefield.

Command Structure

Grandmarshall of the Union
Grandmarshall of Fleet
Admiral
Vice Admiral
Rear Admiral
Captain
Marine

Active Fleet Classes

Gunstar Class M/IN
Nebula Class SV
Dauntless Class PC
Bravery Class AC
Sophid Class DD
Fearless Class BC
Forecaster Class AI CA
Immolator Class BB

Inactive Fleet Classes

Active Service
I Fleet
Edited by Emperor, Aug 24 2010, 09:18 AM.
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Imperial Legions

Purpose


The Imperial Legions traces it roots back to the enforcement of the Treaty of the Standard in 11,999 FFC. It was created as the Serapis Enforcement Unit, a militarized supranational organization dedicated to playing watchdog and making sure the individual nations were performing the steps necessary to complete the transition. Once it was complete, the SEU was disbanded but the model for such a force would leave a lasting impression on Xalusian military history. When the SCU was founded, the UEF model was drafted by High Command directly relating to the original SEU.

The Imperial Legions serves wherever there is a Serapian presence in the galaxy. It consists, in terms of planetary invasion, as the ground and air roles necessary to land forces and control a particular world. However, in this modern day, it functions in more of a support role for the Dark Matter Fleet. Though it is the Imperial Legions that rules the ground, it is ultimately up to the DMF to transport them to other grounds.

Command Structure

Grandmarshall of the Legion
General Legate
Divisional Legate
Centurion
Lieutenant
Soldat

Active Models

Dreadclaw Assault Craft
CIAV Ironlance tank
Imperial Marine Squad
5'' ISFA Quadrupedal
20'' Heavy Artillery Battery
SAG-LF Beachhead
GUN-M1D Dropper
GUN-M3AIA
Isonzo Pattern Warlord Titan
Dreadclaw Assault Craft
Type II Marine Attack Bike

Inactive Models

Malachor Auxiliary

Active Service
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Edited by Emperor, Aug 24 2010, 09:16 AM.
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People of Serapis

Overview


The galaxy is a diverse place. Many actors play different plays that turn the cosmos. Thus, there will be times where dramatic encounters are created between titanic individuals that will leave a scar on the stars for eternity. Here, an index of all Xalusian (SH) characters and the stories they participate in are listed for reference purposes if the mood strikes to relieve the past for plan for the future.

Characters

Xoelah Sophid: First Emperor of Serapis and Grandmarshal of the Imperial Legions. Overthrew the League of Serapis to rescue Isonzo from Thithite bombardment. Vastly reorganized the administration of the new Hypernation into a firm imperial system.
Litharoe Thaed: Heir to the Imperial Seat. Nephew to Emperor Sophid by his sister. Conducted initial diplomacy with the Vanguard Initiative Organization. Architect of the First Sphere Expansion and the Two Stage Plan.
Cithis Tekaq: Lord Commander of the Dark Matter Fleet. Defeated on the space theater over Malachor V.
Gaedec Daerit: Lord Commander of the Imperial Legions. Defeated on the ground theater at Malachor V.
Athi Soeth: Doctor of Sociology and Biology. Decoder of the Tyghateek Language and initial diplomacy between both species. Project Lead of the Xalusian/Liroro Connection Summit.
Govan Catib: Lieutenant in the Imperial Legions. Commander of the 1st Auin Regiment.
Raev Yuruq: Praetorian of the Auin System in the Core Cluster. Conducted initial diplomacy with the Exoss Artile and was the architect of the destruction of the Vanett Empire.
Sertorian Malcador: Architect of the Deathwatch and close associate to Emperor Sophid.
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Ministorum


The Ministorum, commonly know as the Ministry or ImpGov (Imperial Government), is the bureaucratic institution created by Serapian Emperor Xoelah Sophid after he usurped the position of Consul of Serapis and merged with all other political offices to create the Autocracy - the governing body that rules all territories and dominions of the new Emperor of Serapis. It is an organization that is growing in complexity more power is consolidated into the position of Emperor as the old ways of interplanetary and interstellar democracy are being struck down. The Emperor holds absolutely authority on every matter, but cannot effectively govern all of his territory effectively, so tasks are delegated to the Ministry, which does the bulwark of the administration of the Serapian Hypernation. From commanding the Imperial Legions to setting schedules for the Department of Recycling, the Ministry rules in the Emperor's name when he cannot. The following are the more important of the imperial Departments, as they truly have the biggest hand in the government of Serapis and her expanding empire.

Autocracy of Serapis

The Autocracy of Great Serapis, informally known as the Autocracy, is the imperial body that governs the Serapian Hypernation on a structural level. From the genius of the Emperor down to the governor of a single city, this is how the will of the Emperor and his Departments is carried out. The Autocracy, arising from the ashes of the Thith-Isonzo War, houses the ruling dynasty of Serapis, the Sophids, and empowers them to rule the stars and expand the frontiers of her dominions. Quickly usurping all the power it could grab in the aftermath of the conflict, the Autocracy is now the single most authority in the Civilized Sphere. No one has the authority to question to will of the Emperor nor his associates. Only one can do so under the penalty of summary execution.

The Emperor

The title of Emperor is the most powerful title in the Sphere, as he rules over every aspect of the Hypernation, directly and indirectly. The currently ruling dynasty, the Sophids, usurped power directly from the League of Serapis' Consulate in order to freely direct military resources against Thith when they bombarded Isonzo. Since then, their power has skyrocketed our of control as they have firmly planted their hands on all aspects of culture and society to cement their rule. Their being in power granted Serapis one of it's more peaceful times, it has also been the most despotic.

The Chancellor

The Chancellor of the Serapian Hypernation is the second highest office in the Civilized Sphere. Usually picked from the nobility and usually appointed by the Emperor. The Chancellor's job is to involve himself directly with Foreign Affairs, and to oversee the less critical areas of the Hypernation, which allows the Emperor to deal with more pressing matters - such as the expansion of the military and national security. The Chancellorship under Emperor Xoelah Sophid was very, very weak, but it has the potential to be quite powerful if allowed to be so. Thus far, no revolts have been generated from the being that occupies the Chancellorship, but indeed it could very well happen.

The Praetorians

The Praetorians are the governors of the Emperor's realm, and his direct conduits between the people and Imperial Law. Government is established in a hierarchy, a system that runs clockwork from top to bottom. Planetary Governors rule individual worlds, System Governors rule over systems, Sector Governors rule over ten to fifteen systems. All receive orders top down from each other and the Emperor, and they carry out his will to the people. The Praetorians, as they are called, are all appointed and were quickly accepted in the Motion of Submission, where all the Core Worlds disbanded their governments and knelt before Serapis. To this day, there have been no detectable elements of corruption, but they certainly could be there.

The Palace of the People

Originally the Palace of Nations from the former Stellar Cooperative Union, the Palace of the People is the only democratic body within the Serapian Hypernations, as it draws representatives from all of her colonies and territories to have a proper voice against the despotic regime that governs over them. Except there is one flaw - it is all a farce. The elections are real the positions are real, they just hold no real power. They exist purely as an overpaid propaganda machine and a means of keeping the people sedated to believe that democracy is not dead. By keeping the people effectively naive, the Hypernation rules without question and can give the Xalusians a proper voice amongst the stars.

Department of Security

The Department of Security, known to most as DepSec, is the largest internal organization that Serapis has created, with the military running a close second. Security and police work has been divorced from individual planetary governors, gifting the Department a huge amount of power to enforce laws, root out traitors and rebels, and to bring justice to those who have committed crime. It is a well oiled machine that boasts to have put down more rebellions and illegal protests than any other police organization Xalusian civilization has every created. Though in recent years, officials and independant researchers have claimed that DepSec has broadened the term 'traitor' to a new length, casting more people into red than ever before. The entire foundation of DepSec is under close scrutiny by an official review board to gain an extensive knowledge if the Department has truly abused it's powers or not.

Bureau of Justice

The Bureau of Justice, often referred to by the lower classes as the Police, is the nationalized policing agent that has millions of districts in varying sizes and power. For example, the Justice Bureau has a sector district, with underlying system districts, and planetary districts, then provincial districts, and finally municipal districts. The immensity of the organization itself has created a large amount of documents, which has allowed many reports of crimes go unpunished, or simply lost, even when the system started off as completely digital in it's initial bound, many files have been lost. Not even the Justice Bureau could count how many files they really have, as they are as equally numerous as they are uncountable. Unfortunately, this has lead to an increase in crime, which is under extensive review by the Autocracy.

Imperial Memetics Institute

In the history of Serapis, cultural mergers or divisions had always been politically cataclysmic. Disruptions in the social order usually caused political turmoil, which ruined perfectly stable and able states, some of which were taking a course to planetary unification and were struck down before ever reaching their goal. When the Autocracy of established, and fearful of meeting a fate that their ancestors did, developed the sociological science of Applied Memetics - or conducting a culture shift by suggestion, usually by leadership or economics. Thus, the Imperial Memetics Institute, or IMI was established, a secret school for Sociology's best and brightest to watch for culture swings that may be detrimental to society and the state. By identifying trends, they can be averted or capitalized on to steer the course of the Autocracy, and keep the political order safe and secure from cultural revolutions.

Department of Foreign Affairs

The Department of Foreign Affairs, known colloquially as DepFA, is Serapis Voice Amongst The Stars - as the Serapian Emperor Xoelah Sophid portrayed it. They are the tireless working diplomats and attendants that scour the galaxy, making contact with species unimaginable and foreign, and establishing peace amongst the stars where their seemed to be none. However, that is only half of their charge. DepFA is responsible for charting new systems, conducting explorations, and passing them to the Imperial Colonial Board to be colonized and populated.

Bureau of Exploration

One of the key focal points of DepFA is to scan the stars for possible Systems of Habitation and Systems of Resource - two legal terms meaning the same thing: future colonies. The Bureau of Exploration, usually referred to as the Explorators, use advanced telescopic and imaging sensors of the Arc Array, hundreds of people scan the skies for future worlds to colonize and bring under the dominion of Serapis. Ideally, they also search for radio transmissions of any and all alien life, as the search for more ETs continues. Their last purpose is to round up all the old Sleeper colonies, determine if it is possible to reintegrate them into the Hypernation, and instill them with the proper infrastructure and political order.

Bureau of Alien Affairs

The more diplomatic wing of DepFa, the Bureau of Alien Affairs, known to insiders of the organization as the BAA, are the 'sweet talkers' of the Hypernation, They have one goal in mind: establishing peace with all of their contacts. From First Contacts to the establishment of permanent embassies to even full military alliances - the BAA is constantly busy completing the diplomatic goals of the Serapian Emperor. "They shall never tire," as Litharoe Thaed, heir to Serapis, noted in a press conference. Indeed they shall not, as the galaxy is a large place, and very little of it has been discovered. It is far too likely that many more races lie out in the Void, and the BAA's goal is to find them all.

Department of Infrastructure

It has often been said that infrastructure is the foundation of any civilization. In fact, for a civilization to survive, you need civilized buildings in which glue a society together and turn the wheel of progress. Civilization itself has almost turned into a religion, as all Serapians have an enormous faith in the institution, and have even been as arrogant as to say that Serapis lies in a 'civilized sphere' of all of their colonies. Regardless of one's take on civilization, the Department of Infrastructure, known as DepInfra, provides all the necessities to maintain order, spike commerce, and make the colonial experience feel just like the home they left. Operative within DepInfra have said that they are the Bringers of Order, and they do a damn well fine job of it.

Bureau of Void Bridging

Equivalent, in terms of importance, to the highway construction teams on Earth - the Void Bridgers are the men and women that link Serapis and her colonies together. The Bureau of Void Bridging is the organization, excessively overseen by the Autocracy, that does just that. Ripping open wholes seemingly out of nowhere, they link the colonies and their home world together for faster lanes of travel and deceased movement times. Their services are generally overlooked, but they are some of the most important services that holds the Hypernation together when other services could not.

Imperial Colonial Board

The Imperial Colonial Board, known as the ICB to the Emperor, and simply the Board to others, controls all the logistical functions of the creation of a colony. From building and landing the massive colony ship, to the import of colonists and serapaformation, and complete infrastructural development and subsequent garrisoning of a Planetary Defense Force as an protective force until Imperial Legion elements to arrive. By far, the ICB receives the third most amount of funding, bested only by the High Command and DepSec. It's job is an important one - building a colony world to proper specifications and it's subsequent population. It is tasked to civilize the stars with Serapian culture and society, and to further bring domination from one world to the next.

Department of Resources

The Department of Resources, also know as DepRes, is the organization that scours the stars for any and all resources to extract, as well as the taxation of ALL economic activities and the recruitment of Imperial Infantry from all worlds that fly the Hypernational insignia - based on a raw percentage of the supposed population of a world. The entire department proper has been keyed for a proper investigation, as it has been believed that having the second most powerful grip on Serapis' purse has caused the organization to become corrupt. No matter the charge, all independent investigations that have lobbied for access to DepRes files have been denied, and the Emperor has turned a blind eye to it - the force on which it gathers wealth and resources is unprecedented and cannot be hindered by public investigations. It is too valuable of a department to bog down.

The Imperial Tithe

The Imperial Tithe is the largest arm of DepRes, as it lays down all taxation of recruitment of soldiers placed on worlds. It seems benign enough, but it has been suspected that numbers and percentages have been altered as to collect more taxes and to draft more recruits into the Dark Matter Navy and the Imperial Legions. On a eye level inspection, their aggressive tax agenda does not seem to be benefiting the DepRes operatives in anyway, as it appears that all of their purchases are things within their reported income. The nature of the taxes seem to be benefiting the ruling powers, as they are coming up with swathes of money to build more ships, outfit more soldiers, and colonize more worlds - which in turn is keeping the individual Praetorians from raising large armies or holding large navies. Emperor Xoelah Sophid has been wondered to be behind this policy, seemingly distrustful of worlds left to their own devices after the Thith-Isonzo War, and the murder of almost all of his family. Whatever the case, it is a policy that remains generally unquestioned, and in the near future, is unlikely to change as long as the Autocracy, under the Sophids, is in power.

Bureau of Allocation

The Bureau of Allocation is the lesser of the two arms of DepRes. Having complete control of Serapis' distribution of funds, recruits, and resources to the various corporations, legions, and warehouses in the Autocracy's employ. However, with that power, Allocation controls who gets what and when. There have been very few incidents in which personal grudges have contaminated the moving of goods, as Serapis's plethora of organizations cannot withstand budget cuts or late payments, which would mean facing collapse of one department or another. It is something that Serapis cannot afford, and in come cases, has made the Emperor to force his hand and take control of some function of allocation for himself, making sure that the right organizations receive payment on the right time and possess the right amount.

Imperial High Command

Office of Logistics

Office of Strategy

Office of Operations
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