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Imperial Services |
Due to the need for colonists in the off-world colonies, involuntary colonisation begins in 106. The Emperor sends prisoners to the edge of known space. In 110 the name of United Earth is changed to the Stellar Empire. In 131 the First Rebellion occours. The colony Detinus secedes from the Empire after secretly arming its ships. The war goes badly for the Empire due to its small navy. In 133 the colony Tate rebels against the Empire too. In 136 a new company, the FET, specializes in running the blockades set up by the rebels over Imperial worlds; keeping the Empire from crumbling.
In 137 Admiral Secudus of the Imperial Navy launches a desperate assault on tate. The attack barely succeeds with the aid of Tatlan royalists. Mass executions are ordered. Only Detinus remains in open rebellion. The Imperial Stellar Patrol is formed to secure Imperial supply lines. Finally in 142, the Imperial Navy and the ISP crush the Detinus Rebels and the colony is reduced to debris. Some rebel leaders and a sizeable force disappear into unknown space.
In 155 the Emperor dies. His son, Jasil, assumes the throne. A branch of the Imperials called the Imperial Survey Service is formed in 158 to explore new worlds in uknown space. In 162 the Emperor declares that civilized space will be termed the Inner Empire and that no ships may mount weapons therein. jasil establishes powerful asteroid fortifications at the edge of the Inner Empire. It is now unreachable by armed ships.
The Great Expansion is declared by the Emperor in 175. Numerous space academies are established to train citizens who desire to adventure in the Capellan Periphery. However, the Empire is not alone. Simultanously many Inner Empire companies sense the wealth of the Capellan Periphery and mount efforts to establish Headquarter colonies in this unexplored area. As a result, the Empire is unable to immediately establish themselves as a governmental authority in the Capellan Periphery. The Imperials are seeking an ongoing goal to colonize and build their power so that all other affiliations will be forced to recognize them as the true government of this "outer empire".
Few years after the colonisation and exploration of the Capellan
Periphery, a great war culminates. An alien species, the Flagritz,
is encountered. Due to the extreme xenophobic nature of Flagritz,
war starts the minute the first human ship sets its eyes on the
aliens. At the same time, the Detinus Republic is in conflict
with the Frontier Exploration & Trade, and while all other
human affiliation aggrees to cooperate against the Flagritz,
the Detinus Republic decides to ally themselves with the
aliens, selling out the location of all human colonies to
the xenophobics. The war ends with a utter defeat of the
Detinus, who seeks refugee with the newly arrived Confederation,
and a peace treaty with the Flagritz. The Galactic Trade and
Transport however, does not agree to the peace treaty and
a lasting grudge is noted for all future.
A period of segmentation follows. Several affiliations
have problems with the economy, and some find that their
niche in the peripheries are lost. The Solar Spice &
Liqour decides to withdraw and sell their estates.
The DIE mercenaries dissolve. The Assosiaction of
Free Traders goes independent from the Empire. The
Raiding, Aquisition & Trade is swallowed by the
Confederate Intelligence Agency. The conflict between
the Confederacy and the Empire falls back to the
small scale dirty fighting. The Clusters are
discovered, as well as several new aliens and some
human misjumped colonists.
In the year of 198 a diabolic plan of the Confederates
and the Flagritz (who in a mysterious manner seemed to
rid of a recent hatred) to invade the Empire. However,
the xenophobic nature of the Flagritz reduces the
alliance to a cooperation, as the two powers may not
have fleets at the same place, less they fight eachother.
The Flagritz has built up their power to a previously
uknown level, and starts of the war in a dramatic fashion.
However, the Flagritz only seem successfuly against
less important and small Empire colonies, while the
Empire gathers a fleet that defeats all other fleet
forces. The aim of this fleet is however to remove
the Flagritz from the galaxy (less they peacefully
remove themselves from the new boundaries of Imperial
Space), and thus assault the Flagritz home base. Success
is relative, and after heavy losses, the Flagritz HQ
is reduced to rubble. However, the FGZ hides away their
fleet and leaves the initiative to the Empire.
This initiative is not well exploited.
New levels of lowlife attitude is achieved as the
Brotherhood starts using chemical weapons versus
Empire colonies. It is believed that the religious
nutters found themselves forced to do this after
their fleet was decisively repelled and humiliated
in defense of their Flagritz allies. The Confederates
in general condones their actions, and the Empire
start intense discussions on how to defend against
this terrorism that targets civilians. However,
the Flagritz War is still going on, so the initiative
belongs to the Confederates.
Astrophysical events lead to the strange Solo system
achieving a state in which ground and space battle
can be undertaken. Previously, strange phenomena
has prevented all kinds of weapons from working,
and the system has as such been spared of most
conflicts. Now, the Flagritz seem to build up their
ground forces in order to attack the Dominion
headquarters. Diplomatic skills of the Flagritz
achieves a new all-time low, as they claim that their
ground forces on Eridani is a mere storage for
a colony which they have promised to build for
somebody else. Their diplomatic abilities have never
been much to brag of, but they now also seem like
the worst of liars.
The Flagritz are humiliated like no species before them
as their build-up at Eridani is countered by a serious
bolstering of the human defenses on that planet, while
the Dominion get a lot of help to build up a force on Haven,
where the new Flagritz headquarter is located. As much of
the forces at Eridani is taken from Haven, the Flagritz
assault on the Dominion headquarter can be illustrated
like charging a black hole - all wiped out and easily
swept under the carpet. On Haven however, a new and
equally hopeless governor governs the Flagritz headquarter,
where the Flagritz have genetically manipulated all
DNA colonists to become Flagritz-ish in a research
project suiting the Flagritz 'warrior code' well. A
day before the human forces make the final invasion
orders, the Flagritz governor claims that "This colony
will never be captured!". Another Flagritz share of
the 'Famous last words' list.
The Flagritz has had enough and an agreement involving
them fleeing the Capellan Periphery altogether and leaving
spoils for the victors is signed. The Empire once again
shows that they are more kind than cynical. But evidence
that the Flagritz will be back comes quickly. After the
Confederate Prelate hires an independent starcaptain to
perform a nerve gas attack on an Imperial colony, and
then goes pirate, and thus leaving the independent with
a posting request rather than payment, the Flagritz
once again proves the worth of their 'warrior code'.
Surpassing the Confed nerve gas attack seems to have
been the Flagritz goal as they hire an independent to
blow away a power plant which powers a huge relic of
a terraformer dating hundreds of confed 'ancient histories'
ago, and thus leaving an entire planet with IMP, GTT,
AFT and SMS colonies on it, with no oxygen. Such is the
Flagritz code of honour, though success is countered
by Empire foresight, as the power plant can be bypassed.
It's only power anyway.
The Flagritz warrior code means that Flagritz will not
stop there however. They now hire another independent
to check out what went wrong with their planetological
warfare scheme, and to finish it off. However, this
independent never gets paid for jobs done, and so
chooses not to complete his job. Instead, the CIA,
who has cloaked in some material to the planet for
other reasons, gives away some equipment so that
another independent can finish the job. Fortunately,
they are intercepted by an Imperial detachment, which
promptly removes their combat abilities and interrogates
them. They are trained in a CIA boot camp and carry
CIA gear. But, this is nothing new, CIA is by most
citizens of the peripheries regarded as terrorists
much worse than pirates. After all, pirates rarely
strike just to cause pain.
An event which could have been avoided if the
Flagritz had their communication networks up and
running after their flight from the Capellan Periphery,
the DOM came upon one or more small Flagritz colonies
in a newly explored area. Finding it threathening
not to know what the Flagritz were up to, the
Dominion found their wealth threathened and
attacked. The assaults were quick and decisive.
The Flagritz responded by complaining over
a breech in the peace treaty which resulted in
their flight from the Capellan Periphery. However,
this was never a peace treaty, it was a temporary
cease-fire, just enough for the Flagritz to get
out. Anyone directly involved in that war could
at any time restart it.
DNA surprised quite a lot in the peripheries by
attempting a bold rescue of the DNA colonists of
the Flagritz colony on Mobile Bay in Yank. It
was pretty much a failure, and the Flagritz again
cried out over the unfairness of the peripheries.
How the FGZ could complain over the DNA trying to
take their kind off FGZ hands is just typically
Flagritz, keeping in mind that Flagritz genetically
manipulated the DNA colonists of FGZ Retreat
into something else. And quite a lot of them
too. However, one could give the FGZ right that
they can ask KAS to sanction against DNA since
the DNA broke the Kastorian neutrality. This
later results in DNA colonists being hunted
and genocided by the Kastorians in all Yank.
That probably means just Mobile Bay. DNA claims
to have rescued almost 90% of them. Few weeks
later the DNA assaults the FGZ colony. Help
from other affiliations is suspected. The colony
is taken. However, with heavy KAS assistance,
the FGZ gets it back shortly after. Parts of
the DNA purpose of the attack would be achieved
though. Why they didn't destroy the colony while
they were at it, is not known. It is illegal
to hold DNA colonists within Yank and Skord.
Events on a remote planet called Carlton is
closing a conclusion. Forces from the Imperial
Services wins control over the planet only
after the main objective is removed by the
Confederacy. IMP blames the lack of success
on the intelligence gathered prior to the first
assault on the colony which held the body of
the late Emperor Paul. The intelligence
reported no sign of a colony, and the assault
team barely failed. Shortly after the confeds
arrived and took the colony with ease.
The secret colony was built by Duke West, a
man loyal to Samuel. His purpose was to dig
out the hidden body of Emperor Paul, which was
put deep underground by the NHC following
some odd events in the Inner Empire. The
failure of the Imperial Services does to a
great extent follow from a total lack of
knowledge and understanding for the fact that
the legality of Pauls heritage did not count
in the wedlock of Jasil. This has been a
general assumption for many years, and it is
staggering to know that in all of a sudden
(somebody's magic wand) the confeds can prove
whether or not Samuel was the rightful heir to
the throne, by analyzing the dna of Paul and
Samuel. The project should complete any day
now (unless the confeds are completely incompetent
at research - it would take 5 weeks in a medium
IMP colony, and it would probably be in our
worst field). If evidence is provided shortly,
then Samuel was the rightful heir. If not,
he was not, he was not only unfit to rule, but
he was also a fraud. The practical consequences
for the Inner Empire is expected to be very few
since nobody in their right mind would want such
a garbage collector of a mental nutcase like
Samuel to replace Jasil who has turned the
Empire from a civil war to a stable empire.
This page is kept by IMP Colonial
Command, and Lady Iztaca is in charge.
About a dozen systems makes up the Cluster Periphery. Among these are
in addition the three systems making up the Dewiek Pocket Periphery -
DPP. The laws of a xenophobic cat-like race, called the
Clans, apply here, who claims all these systems apart from the Dewiek
Pocket Periphery. The Dewiek Pocket Periphery can only be
travelled from by the means of stargates, a method of
transportation that binds the expanding size of 'known
space'. From the Dewiek Pocket Periphery, a chain of
systems called the Nocktolis Periphery can be reached.
The end of this chain is controlled by the Hexamon, a
species seemingly destinied to fight the Dewiek for
all future. Access in this periphery is most restricted
indeed, and is deemed generally inaccessible.
New systems, or the routes to them, are continually being discovered.
Titan and the Arachnid System are such examples.
The Titan System is a 3-Jump from Straddle System, while Arachnid is a
3-Jump from Ruin System. A Survey Report of the Titan (132) system is
available from the Imperial Services, and fellow IMPs who wish to explore
here should contact a political position for a copy. There are also
a few systems which are attempted kept secret by the DTR and the BHD.
Don't let them know it is publicly known...
Geography
This far, humanity has discovered about 60 systems, in the peripheries.
This is often divided into the Darkfold and Capellan Periphery, the bases
of the Confederacy and the Imperials and the Clusters, the base of the
Clans, Dominion and Dewiek affiliations. To travel between the solar
systems, there has to be jump link between them. Travellers are also
limited in range with the number of jump engines to be the vital
statistic. The number of jump engines decides how many systems the ship
can jump in one order - max 4. The largest known cluster is the Capellan
Periphery, with the twelve systems of the Darkfold Periphery coming
second, closely followed by the Clusters. The route from Capellan to
Darkfold goes via a long jump, with 4 Jump Engines from the
Yank system. Jumps which can be made with more than 1 distance
are not counted as adjacent systems when in the system probe
results.
There may be several ways to cross the vast distance
between the stars, normal jumps, wormholes and stargates. There has been a
change in how the Twilight
system works. Earlier it was completely random, while now one can only
misjump between Inferno and Twilight systems. This requires at least 4
jump engines, and the internals of your engine section may suffer heavy
damage, and some scratches to the hulls. You should thus carry some extra
thrust and jump engines in your cargo, and some repairbots could be
useful as well. 4 extra jump engines in cargo is recomended for safe
return.
Other Affiliation Homepages
These are links to the affiliation homepages of affiliations
that are normally available to players. Those affiliations
that do not have homepages will of course have no address.
Some lists available:
This is a Microsoft Word file that looks like a BSE Turn Card, which
players that uses FaxModem might find useful. It is made by Bent
Dalager, and consists of tables making up 3 turn cards on one page.
cezton@nvg.ntnu.no