Beyond the Stellar Empire - PBM

Beyond the Stellar Empire is a Play By Mail Game (PBM), originally programmed by the Adventures by Mail (ABM) in USA. Late summer 1992, the game was imported by their European cooperation partner, KJC Games. It is a science fiction game, going on in newly discoverred solar systems, and humans are definately not alone. You start off as the captain of a small but all-round spaceship, and the future ahead. There are several companies of sorts called affiliations, and this is supposed to be the homepage of one of them, the Imperial Services (IMP).


Imperial Services


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History

In the year 1 the nations of Earth banded together to form the first world government. Twenty years later the first Lunar colony is established. Interstellar travel begins after discovery of pulac crystals on Luna in the year 47. The first interstellar outpost is established in the Varitang system in 52. In 106 a figurehead Emperor is established form the only remaining terran royal family. Emperor justin achieves actualpower by returning efficiency to the world government. Thirty-four interstellar colonies now exist.

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. The newly achieved human power is damaged by the Confederate menace, who allies themselves with the pirates to defeat the Empire. The conflict is a dirty war, and it peaks during the conflict of the Alien Artefact. A large space station is discovered, and while in uncontested Imperial Space, the Condederates cannot accept that the Empire controls it. A race of exploration, research and fleet build-up starts and the war is resolved in two battles. The first one goes in the favour of the better equiped Confederates. The second ends with a complete rout of the Confederate as the Empire catches up in the arms build-up. The Confederate now sees that they will lose the conflict and successfully blows the alien artefact away with a well-placed explosive charge. Scientists grieve over the loss. A space station of unknown origin, at the size of a moon, could have meant a lot to our technological progress.

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.


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.

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...


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