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{{Legacy}}
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<blockquote>“Hey, you want to know the secret how to kill two Confederates without lifting a finger?”


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“No, tell me. How do I do that?”


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“Well, you simply ask them what leftist philosophy is best…”
<blockquote>"I swore to never surrender to you."---</blockquote>
 
                      -Joke told commonly in the Ares Confederation
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"Why do you people keep revolting? Don't you see the futility in all of this? We Trans-Stellar Corporations have assets in the billions!"
"Libertas Ad Astra, Freedom to the Stars. Many people say that Humanity already is free, after all we can vote, hold property, voice our opinions.
 
Maybe the tyranny of the state is broken, although this can be argued, sure.
 
But every employer is your king, every landlord your feudal liege. Humanity is still in shackles, called "portfolio", "assets", "dividends".
As long profit is a God, and mega corporations his churches, Humanity cannot be free.
 
As long all that matters is the bottom line, Humanity shall be enslaved.


"You may snuff out our lives, burn our homes. Break our hearts. But we will not rest until we have earnt what we are owed. Our skin is ours. This soil is ours. We will not rest.
Freedom to the stars. It's not an epitaph of something finished - it's a battle cry of something that only has begun to be."
The flames of our Revolution will burn on in the heads of all."


-Alleged dialogue between a peacekeeping officer and Ares rebel at the beginning of the Ares Uprising.
 
-Excerpt of the Ascension Speech of Rudolf Guillame, first Prime Minister of the Third Ares Confederation.
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{{Lore_Info
|title                = Third Congress of the Ares Confederation
|headerBgColour      = #fa0202
|headerTextColour    = white
|tableBgColour        = #f77272
|tableTextColour      = black
|img                  = (Ares Confederation Flag)
|officialname        = Third Congress of the Ares Confederation
|colname              = ArCon, Ares Confederation, Sars Marans, Commies
|govtype              = Loose Confederation of Aligned Member Planets [https://en.wikipedia.org/wiki/Confederation]
|population          = 80 Billion (small (Meta-)Human majority)
|ecostrength          = Self-sufficient Gift Economy
|milstrength          = Local Peacekeeping
|polimportance        = supposed Government-in-Exile of Mars
|type=Major Faction}}
After the failure of the Second Congress of the Ares Confederation to liberate Mars, the remnants and refugees of the Second Mars Revolt have rallied under the Third Congress and fled Sol Space. This ragtag fleet of refugees eventually founded the Confederation, as the original fleet split into several sister colonies after a while due to political differences and then reunited for mutual protection and free exchange of resources.
=Key Planets=
==Sars Mara==
Sars Mara, the original colony of the Third Congress, has not been chosen for its particular habitability : it was the similarity to mars and the rich asteroid belt of water and dioxide ice that has drawn the attention of the incipient Confederation.
Nowadays it is the most populated colony of the Confederation, home to most of its institutions and has an ever-expanding orbital half-ring housing shipyards, industry and logistic facilities. The surface itself is now quite liveable without much assistance, although the ruddy red and arid climate has been preserved - it is quite similar to Moghes or the Australian Outback, as a direct act of not trying to copy Terra itself and instead develop its own geo-biological identity.
Sars Mara was also the main supplier of material and mission support for the other refugee fleets after the original colonists figured it would be much better to grow apart than to fight and purge their own ranks over political misgivings. It was also Sars Mara and its government who laid the foundation of what would become the current Ares Confederation.
The dominant political party are the Old Guard and the Confederate Vanguardists - the former supporting moderate socialist democracy and direct action against the Commonwealth to return to Mars proper, the latter wishing to instead abolish the multi-party system of Sars Maran democracy for a single party and abandoning the premise that Socialism is only for Humanity, wishing to establish a galactic proletariat.
==Okito==
Okito is a cold planet whose establishment has been marked with frigid, cramped domes and underground colonies until four decades ago, the first solar mirrors have been installed and the atmosphere has been sufficiently adjusted to make the surface livable. But even then, it is only just livable - most of its biosphere is still in its arctic infancy, while its equator has the fragile resemblance of a boreal-continental climate.
Originally a mining colony for water ice for other geoengineering projects and consumption, as well as Phoron and rare metals, Okito boomed with the inclusion of drone technology, being the leading producer of beta and alpha drones for other colonies, as well as computing the massive amounts of data for the oft byzantine bureaucracies of its sister colonies - its cold climate perfect heatsinks for massive data banks and processing cores.
The urban centers of Okito themself are governed by an autocratic directorate of lead industrial experts and AI under the philosophy of “Visionary Rationalism”, trying to allot resources, people and luxuries in a planned economy, which is updated continuously and adjusted to increase productivity and to stymie the ever-increasing need for computing power.
==Paraiso==
Paraiso was initially overseen in the process of forming the colonies as it has been a panthalassic world : Most of the planet’s surface is covered in water. Only zero point two percent land mass exists in the form of volcanic islands along the equator. However, after the original refugee fleet split up, mobile sea towns began to spring up of fisher collectives, pearl divers and aquaculturists, who were able to stay mobile enough to escape the extreme monsoons that sweep across the surface.
Today, intensive geoengineering of landscaping and climate engineering has tamed the daily storms to bearable levels to transform the barren, algae-swamp islands into centers of agriculture and urban development. Paraiso is therefore the foremost producer of foodstuffs in the Confederation, happily sharing massive amounts of perishables with other colonies in exchange for their services, making it the second most populated and developed planet within Confederate space.
Paraiso’s government is a congress democracy led by syndicates of worker unions, who also control the Acquisition lists as they prefer to live in a moneyless society. Any citizen of Paraiso requests goods, services and even land from Congress and automated systems (some leased by Okito) calculate the eventual arrival time of those - food, basic lodging and medical services are always guaranteed, while luxuries (such as pleasing meals or a mansion) might involve decades of wait time or more. How fast they receive their requests depends on their reputation, tracked by contributions to their worker union or community.
==Nueva Cubagua==
Nueva Cubagua is a colony on the fringe of Confederate space, closest to the rest of Humanity. A formerly arid, martian-like environment, repeated aerobraking of dioxide and water ice has flooded the atmosphere and surface with a dense, rainy atmosphere, which has been further broken down with strains of hyper-active cyanobacteria and algae. Today, Nueva Cubagua is still in transition to a more complex biosphere, but sports a humid, jungle-like climate over a broad belt along the equator, while subtropical and mediterranean deserts and hill land compose the rest, with only very small polar caps of white water ice.
Nueva Cubagua itself is a port of call for immigrants and refugees of all stripes, usually the first stop when coming from the rest of Human space. While ostensibly the planet is self-designated as an agricultural platform, its main purposes are education, services and hospitality. Visitors often bring gifts or subsidies disguised as one to receive food and board, enjoying the various entertainments or eruditions offered. Most Confederates have visited Nueva Cubagua at least once to either learn a skill, for a seminar, or to simply have a good time.
Politically, Nueva Cubagua works on a market economy held between a mixture of private persons and worker cooperatives and handles the day to day business as a parliamentary republic similar to the Commonwealth - most of the moderates and social democrats of the refugee fleet settled this planet, making it both a familiar sight for refugees and “lukewarm pink” for the rest of the Confederation.
=Political System=
The political system of the Confederation is largely decentralized - each colony has its own way to express the guiding principles of the Second Congress and only have to abide by a few general rules - that every sapient is provided for in food, clothing, medical attention and lodging without any further input of the Sapient aside existence, while allowing free movement of goods, people and technology between member colonies.
In this largely autonomous system, only a few confederal government systems exist. The Second Congress itself is a pluralistic parliament, with delegates determined by population number of the colonies themselves. Informal alliances of Delegates exist, but how they are appointed is usually up to the government they hail from - most choose one sort of democratic process or the other.
The reach of the Congress starts with military and diplomatic matters, but ends there just as quickly. Few confederal laws exist, mostly pertaining to regulations of what constitutes adequate housing, food and clothing. They also oversee the gift economy between member colonies and the Confederate military.
=Organization=
As said before, every colony within the Confederation is mostly sovereign and only beholden to the Principles of Universal Happiness (the aforementioned food, clothing, medical attention and lodging) and yield authority in external diplomacy and military matters to the Confederation itself. This is largely honoured, although limited initiative is generally permitted when it is deemed it would not endanger the integrity of the Confederation.


While the corporate culture and capitalism still dominates the human sphere, especially in the core worlds and corporate sectors, the specter of the Internationale and other predecessors still haunt the fringes of human colonized space - which the Ares Confederation is the biggest united polity of.
Informal alliances and power blocs exist within the Confederate territory, colonies aligned in their commonality or forged into friends through history and generosity. These alliances are akin to political parties within the Congress, often voting and arguing as a united front against others. “Membership” can be quite fluid, however and the oft rapidly changing landscape of any given colony makes some of them change allegiance quite quickly.


While they do not boast the sheer amounts of worlds, nor the advanced military technology of the USDF, they make up for it by having liberated production worlds and fleet assets from the former corporate overlords, who have fraglantry abused the relative lack of oversight everything not concerning the immediate security of the Vilous sector.
Prospective members either are established by a colonial venture by the Congress (one of the easiest proposals to push through) or by invitation of a petitioning colony. Accession is somewhat arduous, as there is a rigorous inspection of the colony by any party within the Congress that wishes so, to ensure they’re sufficiently aligned with Confederate ideals - although this process can be expedited when, say, a former corporate colony just violently overthrew their central command.
=Military=
The military of the Confederation is two-tiered, with colonies retaining the right to organize militias and auxiliary fleets for their own policing and protection. These militias often are an extension of the political philosophy of their host colony - some are rather radical in their democratization, with positions and officer duties being strictly voted by the men supposed to be led, while some align themselves with traditional military doctrine of a central command and specifically trained soldiers for officer positions.


The Confederation itself has a fluid number of colonies and planets enjoying the membership in the organization, as rebellions are quelled while others pop up, leaving the overall structure highly mobile and almost impossible to fully suppress, waxing and waning in the constant struggle of independence from both SolGov and the TSCs wishing their assets back in their hands.
Needless to say, the full military strength of the Confederation can only be mobilized when a threat to the Constitution or livelihood of all citizens looms over the state, as per constitution. In this case, the militias are subordinated into the proper military branches of the Confederation.


The informal capital of the Ares Confederation is Paraiso, a former pleasure world turned rebel fortress and bread basket for the often only partially terraformed members.
The Confederation entertains only two branches of a confederal military - the United Fleet Host (UFH) and the Confederate Self Defence Forces (CSDF). These comprise a small core of professional soldiers from every member colony as strictly voluntary positions based on 4 year contracts. Typically superior in quality to the militias (which is one of the main recruitment pools), the UFH and CSDF are tasked with defending the sovereign space of the Confederation and assist the colonies whenever possible. This has slowly transformed the Confederate military into a force well-proficient in support duties, especially in infrastructural engineering and training.


Due to its smaller size and lack of skilled personnel, it’s not uncommon for the UFH to hire and equip freelance forces or rehabilitated pirates in older, mothballed ships as Auxiliary forces and privateers, with the mandate to patrol the edges of Confederate space and perform anti-piracy operations. This Free Fleet Host is a thorn in corporate eyes, as they often interpret their mandate to also support rebellion within corporate colonies and intercept response fleets. The Confederation itself is very quiet about their indirect involvement in these actions.


An often talked about branch of the military is also the Intelligence and Protection Service, colloquially called Firebrands for their torch and cog logo.The IPS roots out seditionionists and criminals within the Colonies and acts as intelligence service for the Confederation, oft rumored to support dissident and anti-corporate movements - with many colonies seeing it as autocratic and reactionary force within government. However, it still persists as a rather influential force within the Confederation.
=Economy=
Trade and money does not quite exist in the Confederate space proper, as they see the sharing of resources as a requirement of a civilized society - as such, “gifts” have taken over as main means of exchange. Between the colonies, reputation matters and providing colonies in need with needed resources will make the other colonies more than happy to “wash the other hand”. Especially Sars Mara receives much of its food from other colonies as thanks for all the heavy equipment, ships, et cetera they produce and gift to others.


However, many of these volumes are too much for a single human or even a government to track properly. Supply and demand is fickle and often changes day by day. This is why the Confederation increasingly relies on automated processes and algorithms to allocate gifts to others and request resources in turn.


== History ==
Internally, it is a different matter and depends on the preference of the colony’s government how they wish to organize their economic efforts, as long as they keep to the Confederate mandate of providing food, clothing, medical attention and lodging for every Sapient residing in the colony. Internal currencies or even currency unions between aligned colonies are uncommon, but present, while many colonies prefer a total moneyless society, preferring some other form of resource allocation, whether it be reputation and contribution, automated allocation or proportional dividends of worker cooperatives.
[WIP]
=Culture and Society=
To say that the society of the Confederation is pluralistic is an understatement. While mostly left-aligned, the differences between colonies can be extreme, ranging from anarchistic purists, who only live in the Confederation for protection to moderate capitalistic ideology, who want to turn the market and for profit model into a prosperity for all. Everything can be found here and gives the Confederation an image of being argumentative, passionate and idealistic for its own cause.


However, this pluralism and division is tempered by the underpinnings of the generational trauma of many failed revolutions. Words and arguments, even insults can fly - but a civil war would have meant extinction for the early Confederation, an attitude carried over into the modern day. Dissent is seen as positive, a sort of whetstone of ideas. Sedition and saber-rattling is seen as the poison that kills society. Intolerable political circumstances are either dealt with a new colonial venture or by immigration to a more aligned colony instead of trying to change the host society.


== Government ==
Beyond that, Confederates are optimistic about their future, viewing the world with a pragmatic “can-do” attitude. They are builders, terraformers and workers and it reflects in the usual activities of its people, with a certain streak of adventurousness and opportunistic altruism, ingratiating themselves to neighbors with their problem-solving and generosity to sway them to “the Cause”. They have started from almost nothing and will do so again and again until there is no one left who would call themselves a citizen of the Congress or they have finally achieved victory and utopia.
=Problems and Troubles=
===Old Loves, Old Hates===
There is no denying it - the enmity of the Confederation and the Commonwealth is as deep as ever, even after decades of lost contact. Already upon re-contact, insults and claims have been simultaneously staked out and much saber-rattling has almost led to a war. Right now, the Commonwealth practically does not care for a costly war against a “long-forgotten, bygone ideology”, but the continued provocations of the Confederation will not be unanswered forever. Some colonies fear this fateful day - many colonies are looking forward to it as they will see it as the first shot for a popular uprising all across the Diaspora.
===Insurrection Incorporated===
Similarly, the Confederation is appalled at the concept of megacorporations like NT as a whole. While tentatively individuals and communes might do contract work for them in the Coreward Periphery for one reason or the other, many, many indirect and more overt dealings of the Aresians is aimed to subvert, arrest, delay or otherwise impede corporate holdings and claims within the Coreward Periphery. As an outside polity not beholden to corporate law of the Commonwealth, some of these conflicts end in bloody firefights and espionage wars.
For now they do not cut into the bottom line too much - but push comes to shove, the TSCs won’t sit on it forever and use their vast influence within the Commonwealth to provoke a war to annihilate the Confederation a third time.
===The pen is mightier than the battleship===
Without the autonomic processes of venture capitalism, with the large bureaucratic overhead of a gift economy, and universally enforced property claims for any citizens, the Confederation struggles to keep up with managing her citizens, keep track or perform comprehensive censuses without inefficiency and red tape clogging up the system, which focuses confederal and local policy makers to rather address these than up-arming or organizing their military assets in the face of a much wider world than they have dealt with before. Confusing military organization, factionalism, and overall low funding makes the Confederation have a much lower military projection than they could truly have.
===Gnarled Radicalism===
It always looms on the horizon. Fiery rhetoric, passionate idealism, bitter thirst for revenge - the Confederation touts to be peaceful and working as truly socialist and democratic polity, where any expression of leftism can express itself without oppression. But it always looms. The shadow of autocracy, the iron fist of totalistic vanguards that stomp any supposed traitor to the revolution into the dirt. With the uncertainty around the Commonwealth, the Periphery and the influence of Megacorporation, the unthinkable of dictatorship becomes more and more a real solution for those who wish to show action and bring the liberation of the stars to every corner of the galaxy now and not tomorrow.


The Ares Confederation is, true to its name, a largely decentralized state. Member Worlds have to recognize the Ares Constitution and the Declaration of Independence, which enforces a market socialist model of production, extensive human rights (especially due process), ensures military supremacy of the confederal government as well relinquishing diplomatic and fiscal duties to the overarching state.
=Opinions on other Factions=
Beyond that, the members are allowed to organise themselves however they wish, usually after some syndicalist or democratic model, with the Confederation recognizing the right of autonomy and self-determination wherever it does not infringe on the basic, fundamental rights of the Aresian citizen. While some pay only lip service to such, many members, however temporary, try to uphold the ideals set in the Declaration and Constitution.
===The Commonwealth===


===Legislative===
"A society rotten at its core. A leviathan that will devour all and produce nothing but filth and squalor in its wake. Unfettered consumption with the empty promise of wealth for anyone but the Top 0.01 percent is nothing short of bloodsucking evil. If there is a Hell, every politician, executive and celebrity from the Commonwealth is there, rubbing shoulders with demons like one of their fucking dinner parties."


The legislative of the Ares Confederation consists of two houses, the Colonial Commune Council and the Liberty Assembly. The Liberty Assembly numbers 1370 senators, which gain their mandate in a "nation"wide election, in which all colonies, habitats and other permanent housings of citizens are assigned to one of the 470 voting districts. Each citizen has two votes, one for a direct candidate and one for a party. With this, 470 senators are assigned a spot in the Liberty Assembly. The direct mandate does not require membership in a party. The remaining  900 seats are assigned to the party based upon their percentage of votes they got. In order to avoid a hanging parliament, parties need to acquire at least 5% of the popular vote to be assigned seats in the Liberty Assembly.
===The Unitary Alliance of Salthan Fyrds===


The Colonial Commune Council is, however, appointed by the local governments of the colonies within the Confederation. Every colony sends one to three, based on population,  delegates to the Council. The Council has no term periods, the appointment is formally void when a new government on the Colony takes power and thus a Delegate may stay infinitely as long his party stays in power at his local colony.
"Abandoned by the Commonwealth, they are pretty much like us - and circumstance has shaped them to become warriors. I feel for them, but their paranoia and propaganda poisoning from ages ago makes them reluctant to get our help. I hope they prevail in their struggles, genuinely."
The Liberty Assembly is the main parliament of the Ares Confederation and are those who vote for a Prime Minister and his cabinet. Furthermore, they create, edit and vote federal jurisprudence and laws, which are then legitimized by the Prime Minister. The Prime Minister is not allowed to veto a law initiative, unless he deems it unconstitutional. This decision can be vetoed by the Assembly. In this case, the law is judged by the Greater Forum.


The Colonial Commune Council has only a representative function for the individual colonies. In case a law does not affect a colony or is outside their competences (like the military or accession of a new member), they can declare their dissatisfaction about the decision, which serves only a ceremonial role. However, they have a veto in case the decision affects the colony - such as when a law increases the administrative burden of a member, increases federal taxes or tries to infringe on the right of self-determination of the member colonies. If a simple majority vote passes the law in such a case, it is approved. Otherwise it must be revised by the Assembly or jossed completely.
===The Elysian Colonies===


===Executive===
"Yeah, I imagine this is what we would be if we would've included capitalists and reactionaries to the refugee fleet. Similar idea, terrible execution. Figures. It's full of petty tyrants and rife with flagrant abuses of the rights of Sapients. Fuck 'em, let the cool kids come to us instead, we have plenty of room. Or we just make more, haha!"


The Prime Minister is both highest executive and head of state, representing the Confederation as a whole, a proverbial link between the individual members. The Prime Minister is voted by the confidence of the Liberty Assembly every four years, consistent with their own voting cycle. There exists no formal term limit for the Prime Minister.
===The Third Ares Confederation===


The Cabinet itself is appointed by the Prime Minister who holds the last say in who gets appointed. In reality, however, it is determined by their party, as well as any eventual junior partner in a coalition.  
"We overcame so much. The future is not scary when we learn from our past. Libertas ad Astra!"


Prime Minister and Cabinet handle the limited executive powers within the Ares Confederation, represent the State as a whole and act as one of the constitutional guardians in case Legislation can be unconstitutional. In turn any attempt to consolidate power or overreach of the Executive is kept in check by the Legislative who can demand a vote of confidence at any time - if they have a replacement candidate for the Prime Minister.
===Skrell Consensus===


===Judiciary===
"Iunno. They're far away, to be honest, so I don't know much about them. But I suppose they have figured out what works for them and have rigorously applied it to themselves for a near-perfect society. But why kings of all things? It has the stink of autocracy on it and I rather not linger around too much, you know."


The Greater Forum is the highest juristic instance within the Ares Confederation and contains sixteen members - eight professional judges and eight randomly chosen citizens of "good and moral character".
===The Unathi Hegemony===
The professional judges are appointed by majority vote of the Liberty Assembly and serve for life, unless they retire or fail a vote of confidence.


The citizens are chosen at random and serve for four years if they accept the burden and granted a pension according to their previous income.
"Bit of a reactionary wet dream, aren't they? The evil, fucking alien coming to steal your land and wife. Great rallying call for the people who ACTUALLY lust for your land and wife. Ah well. Can't say I'm a fan of their autocracy but I think there is more to them than what the Commonwealth touts about."


The Greater Forum can be formally petitioned by every single person within the Confederation, citizen, Freeperson or foreigner, as long their case ran through any court beforehand. However, they only act upon cases that they might deem unconstitutional.
===The Tajaran Diaspora===


===Citizen and Freeperson Dynamic===
"Kind of funny that the species so similar in the drive of exploration, conquest and colonization happens to be giant, bipedal cats. I hope they won't have a rough awakening to class consciousness like us though. That would get ugly fast and we probably would get involved - somehow."


Every single person within the Ares Confederation is considered a "Freeperson", enjoying full legal rights as written in the Ares Confederation. They also are allowed to participate in their own, local politics within the member states they might currently be resident in. However, they do not enjoy a political say within the Confederaiton - as in they cannot hold office or vote on the federal level.
===Nomads===
Citizens are those who are allowed to do so. This privilege can be achieved by either working for three years as registered labourer or serving three years in any military branch of the Confederation, allowing them to act on the political, federal level. Many people within the Ares Confederation strive to become a citizen, even if it's not required - it's a matter of honour.


"It does have a certain romanticism, doesn't it? We are basically mirrors to each other. What would have happened if the refugee fleet never settled Sars Mara? Probably something like that. We might not agree on the details, but I think most nomads are closer to us than their parent cultures. Bless."


==Defense ==
===Mega-Corporations===
The Ares Confederation prides itself of its zealous and ever vigilant soldiers, protecting and expanding the confederate holdings against the Corporate Overlords at the fringe at all costs. Made up of highly disciplined volunteers of all symphatetic sapients, all military branches of the military are highly meritocratic and proud of being a protector of their people.


===United Fleet Host===
"Chernobog, Azathoth, Ulopoka, Guayota, the Devil. Whatever you want to call them. Scum-fuck bastards begotten by evil slime, born in the filth and miasma of diseased and rotten backrooms and malls. Each and any of them in the corporate command structure has sold their soul and fucked a pig's head with glee, sold out their friends, their family and their dog. The lowest of the low, not fit to walk but crawl, into the minds, into the hearts, into the thoughts of innocents to corrupt their thoughts and vomit cruel, uncaring ideals into their head. There is nothing redeeming about any Mega-Corporation and anyone who tells you otherwise needs new eye implants. Or a brain."
The backbone of the military of the Ares Confederation is the United Fleet Host, with the seperate brances of the Space Fleet and Deep Space Marineers, handling space to space combat, logistics and space to ground invasions. Many of the officers and crewmen of the United Fleet Host are former local rebels, who taken up the torch for liberty across the stars, manning older and mothballed vessels and everything the Confederation managed to ramshackle build themselves by recovered blueprints. While their vessels may be antiquated by modern standards, crew and military tactics benefits from a large pool of experience - After all, many retired military personnel seen their opportunity to live up their glory days for a good cause. Thus, tactics employed by the United Fleet Host are highly unpredictable, rapid in response and capable of exploiting the most of their ships.
Still, the fact of struggling firepower and outdated vessels is an issue. Rumour has it that the United Federation supports the Engineering Corps of the Confederation to overhaul, update and build up a proper, modern Space Fleet.
The Modus Operandi of the UFH is as followed : Isolate, Exterminate and Regroup. Through precise strikes at the enemy, critical targets of the adversary fleet are isolated and seperated and destroyed. After this, the task group retreats and regroups for repairs and resupply.


===Free Host of the Confederation===
===The Free Trade Union===
Colloquially called the "Cossack Fleet", the FHC is an irregular fleet comprised of adventurers, mercenaries, former pirates, privateers and volunteers, open for anyone who is willing to fight for the Confederation. Wild and free, their only directives is to not hurt civilian and neutral targets- Thus, they wildly strike against any enemy of the Ares Confederation, maurading, kidnapping and raiding enemy convoys, installations and patrols. Made up from anything that can fly and carry a gun big enough to hurt another ship, it is difficult to clearly define the main role of the Free Host, but they specialize in harassing the enemy, as auxiliary escort and vanguard for the UFH. Many a ship has its own traditions and rules on board, which are respected by the Military Command of the Ares Confederation. While the UFH is highly disclipined and coordinated, the individual captains of the Free Host are not required to cooperate, many of them preferring their own thing and getting rich on loot, only abiding the orders of the Prime Minister.


Many a Cossack Officer retires after getting enough share of plunder to the colonies of the Ares Confederation, enjoying the prestige they earnt and the status of citizen. Curiously enough, many aliens prefer to gain citizenship through the Cossack Fleet.
"You know the frustrating thing when someone is just about to really get it, you know and then gets the wrong epiphany? Yeah, that's the FTU to me. They're so close to becoming class-aware, but they really think they can become a big player like the other kids and not just throw the shit game at a wall and flip their middle fingers to it. One day, maybe."


===The Firebrands===
{{Lore table}}
Saboteurs, demagogues and assassins... All of this and more is a Firebrand, a member of the Military Intelligence of the Ares Confederation. This branch-encompassing service chooses the best and brightest of their respective fields and trains them to do one thing : Bring revolution. Operating in small cells from one to five people, Firebrands infiltrate with minimal equipment enemy habitats and planets and begin to build up local resistance, liberating military equipment, scandalize and alienate local population, solely for the goal to create an uprising within the colony or installation. For this, they mostly have free reign, although their actions are strongly scrutinized during regular briefings and debriefings to avoid terrorism and too ruthless tactics, as this reflect badly upon the Confederation if Firebrand involvement is found out.
After they stage an open coup against local magistrates, Firebrands prodive tactical and strategic support and try to make the new uprising assimilate into the Ares Confederation proper.


[[Category:Lore]]
[[Category:Lore]]

Latest revision as of 10:16, 4 April 2024

“Hey, you want to know the secret how to kill two Confederates without lifting a finger?”

“No, tell me. How do I do that?”

“Well, you simply ask them what leftist philosophy is best…”

-Joke told commonly in the Ares Confederation

"Libertas Ad Astra, Freedom to the Stars. Many people say that Humanity already is free, after all we can vote, hold property, voice our opinions.

Maybe the tyranny of the state is broken, although this can be argued, sure.

But every employer is your king, every landlord your feudal liege. Humanity is still in shackles, called "portfolio", "assets", "dividends". As long profit is a God, and mega corporations his churches, Humanity cannot be free.

As long all that matters is the bottom line, Humanity shall be enslaved.

Freedom to the stars. It's not an epitaph of something finished - it's a battle cry of something that only has begun to be."


-Excerpt of the Ascension Speech of Rudolf Guillame, first Prime Minister of the Third Ares Confederation.

Major Faction
Third Congress of the Ares Confederation
File:(Ares Confederation Flag) Official Name Third Congress of the Ares Confederation
Colloquial Names: ArCon, Ares Confederation, Sars Marans, Commies
Government Type: Loose Confederation of Aligned Member Planets [1]
Population: 80 Billion (small (Meta-)Human majority)
Economic Strength: Self-sufficient Gift Economy
Military Strength: Local Peacekeeping
Political Importance: supposed Government-in-Exile of Mars

After the failure of the Second Congress of the Ares Confederation to liberate Mars, the remnants and refugees of the Second Mars Revolt have rallied under the Third Congress and fled Sol Space. This ragtag fleet of refugees eventually founded the Confederation, as the original fleet split into several sister colonies after a while due to political differences and then reunited for mutual protection and free exchange of resources.

Key Planets

Sars Mara

Sars Mara, the original colony of the Third Congress, has not been chosen for its particular habitability : it was the similarity to mars and the rich asteroid belt of water and dioxide ice that has drawn the attention of the incipient Confederation.

Nowadays it is the most populated colony of the Confederation, home to most of its institutions and has an ever-expanding orbital half-ring housing shipyards, industry and logistic facilities. The surface itself is now quite liveable without much assistance, although the ruddy red and arid climate has been preserved - it is quite similar to Moghes or the Australian Outback, as a direct act of not trying to copy Terra itself and instead develop its own geo-biological identity.

Sars Mara was also the main supplier of material and mission support for the other refugee fleets after the original colonists figured it would be much better to grow apart than to fight and purge their own ranks over political misgivings. It was also Sars Mara and its government who laid the foundation of what would become the current Ares Confederation.

The dominant political party are the Old Guard and the Confederate Vanguardists - the former supporting moderate socialist democracy and direct action against the Commonwealth to return to Mars proper, the latter wishing to instead abolish the multi-party system of Sars Maran democracy for a single party and abandoning the premise that Socialism is only for Humanity, wishing to establish a galactic proletariat.

Okito

Okito is a cold planet whose establishment has been marked with frigid, cramped domes and underground colonies until four decades ago, the first solar mirrors have been installed and the atmosphere has been sufficiently adjusted to make the surface livable. But even then, it is only just livable - most of its biosphere is still in its arctic infancy, while its equator has the fragile resemblance of a boreal-continental climate.

Originally a mining colony for water ice for other geoengineering projects and consumption, as well as Phoron and rare metals, Okito boomed with the inclusion of drone technology, being the leading producer of beta and alpha drones for other colonies, as well as computing the massive amounts of data for the oft byzantine bureaucracies of its sister colonies - its cold climate perfect heatsinks for massive data banks and processing cores.

The urban centers of Okito themself are governed by an autocratic directorate of lead industrial experts and AI under the philosophy of “Visionary Rationalism”, trying to allot resources, people and luxuries in a planned economy, which is updated continuously and adjusted to increase productivity and to stymie the ever-increasing need for computing power.

Paraiso

Paraiso was initially overseen in the process of forming the colonies as it has been a panthalassic world : Most of the planet’s surface is covered in water. Only zero point two percent land mass exists in the form of volcanic islands along the equator. However, after the original refugee fleet split up, mobile sea towns began to spring up of fisher collectives, pearl divers and aquaculturists, who were able to stay mobile enough to escape the extreme monsoons that sweep across the surface.

Today, intensive geoengineering of landscaping and climate engineering has tamed the daily storms to bearable levels to transform the barren, algae-swamp islands into centers of agriculture and urban development. Paraiso is therefore the foremost producer of foodstuffs in the Confederation, happily sharing massive amounts of perishables with other colonies in exchange for their services, making it the second most populated and developed planet within Confederate space.

Paraiso’s government is a congress democracy led by syndicates of worker unions, who also control the Acquisition lists as they prefer to live in a moneyless society. Any citizen of Paraiso requests goods, services and even land from Congress and automated systems (some leased by Okito) calculate the eventual arrival time of those - food, basic lodging and medical services are always guaranteed, while luxuries (such as pleasing meals or a mansion) might involve decades of wait time or more. How fast they receive their requests depends on their reputation, tracked by contributions to their worker union or community.

Nueva Cubagua

Nueva Cubagua is a colony on the fringe of Confederate space, closest to the rest of Humanity. A formerly arid, martian-like environment, repeated aerobraking of dioxide and water ice has flooded the atmosphere and surface with a dense, rainy atmosphere, which has been further broken down with strains of hyper-active cyanobacteria and algae. Today, Nueva Cubagua is still in transition to a more complex biosphere, but sports a humid, jungle-like climate over a broad belt along the equator, while subtropical and mediterranean deserts and hill land compose the rest, with only very small polar caps of white water ice.

Nueva Cubagua itself is a port of call for immigrants and refugees of all stripes, usually the first stop when coming from the rest of Human space. While ostensibly the planet is self-designated as an agricultural platform, its main purposes are education, services and hospitality. Visitors often bring gifts or subsidies disguised as one to receive food and board, enjoying the various entertainments or eruditions offered. Most Confederates have visited Nueva Cubagua at least once to either learn a skill, for a seminar, or to simply have a good time.

Politically, Nueva Cubagua works on a market economy held between a mixture of private persons and worker cooperatives and handles the day to day business as a parliamentary republic similar to the Commonwealth - most of the moderates and social democrats of the refugee fleet settled this planet, making it both a familiar sight for refugees and “lukewarm pink” for the rest of the Confederation.

Political System

The political system of the Confederation is largely decentralized - each colony has its own way to express the guiding principles of the Second Congress and only have to abide by a few general rules - that every sapient is provided for in food, clothing, medical attention and lodging without any further input of the Sapient aside existence, while allowing free movement of goods, people and technology between member colonies.

In this largely autonomous system, only a few confederal government systems exist. The Second Congress itself is a pluralistic parliament, with delegates determined by population number of the colonies themselves. Informal alliances of Delegates exist, but how they are appointed is usually up to the government they hail from - most choose one sort of democratic process or the other.

The reach of the Congress starts with military and diplomatic matters, but ends there just as quickly. Few confederal laws exist, mostly pertaining to regulations of what constitutes adequate housing, food and clothing. They also oversee the gift economy between member colonies and the Confederate military.

Organization

As said before, every colony within the Confederation is mostly sovereign and only beholden to the Principles of Universal Happiness (the aforementioned food, clothing, medical attention and lodging) and yield authority in external diplomacy and military matters to the Confederation itself. This is largely honoured, although limited initiative is generally permitted when it is deemed it would not endanger the integrity of the Confederation.

Informal alliances and power blocs exist within the Confederate territory, colonies aligned in their commonality or forged into friends through history and generosity. These alliances are akin to political parties within the Congress, often voting and arguing as a united front against others. “Membership” can be quite fluid, however and the oft rapidly changing landscape of any given colony makes some of them change allegiance quite quickly.

Prospective members either are established by a colonial venture by the Congress (one of the easiest proposals to push through) or by invitation of a petitioning colony. Accession is somewhat arduous, as there is a rigorous inspection of the colony by any party within the Congress that wishes so, to ensure they’re sufficiently aligned with Confederate ideals - although this process can be expedited when, say, a former corporate colony just violently overthrew their central command.

Military

The military of the Confederation is two-tiered, with colonies retaining the right to organize militias and auxiliary fleets for their own policing and protection. These militias often are an extension of the political philosophy of their host colony - some are rather radical in their democratization, with positions and officer duties being strictly voted by the men supposed to be led, while some align themselves with traditional military doctrine of a central command and specifically trained soldiers for officer positions.

Needless to say, the full military strength of the Confederation can only be mobilized when a threat to the Constitution or livelihood of all citizens looms over the state, as per constitution. In this case, the militias are subordinated into the proper military branches of the Confederation.

The Confederation entertains only two branches of a confederal military - the United Fleet Host (UFH) and the Confederate Self Defence Forces (CSDF). These comprise a small core of professional soldiers from every member colony as strictly voluntary positions based on 4 year contracts. Typically superior in quality to the militias (which is one of the main recruitment pools), the UFH and CSDF are tasked with defending the sovereign space of the Confederation and assist the colonies whenever possible. This has slowly transformed the Confederate military into a force well-proficient in support duties, especially in infrastructural engineering and training.

Due to its smaller size and lack of skilled personnel, it’s not uncommon for the UFH to hire and equip freelance forces or rehabilitated pirates in older, mothballed ships as Auxiliary forces and privateers, with the mandate to patrol the edges of Confederate space and perform anti-piracy operations. This Free Fleet Host is a thorn in corporate eyes, as they often interpret their mandate to also support rebellion within corporate colonies and intercept response fleets. The Confederation itself is very quiet about their indirect involvement in these actions.

An often talked about branch of the military is also the Intelligence and Protection Service, colloquially called Firebrands for their torch and cog logo.The IPS roots out seditionionists and criminals within the Colonies and acts as intelligence service for the Confederation, oft rumored to support dissident and anti-corporate movements - with many colonies seeing it as autocratic and reactionary force within government. However, it still persists as a rather influential force within the Confederation.

Economy

Trade and money does not quite exist in the Confederate space proper, as they see the sharing of resources as a requirement of a civilized society - as such, “gifts” have taken over as main means of exchange. Between the colonies, reputation matters and providing colonies in need with needed resources will make the other colonies more than happy to “wash the other hand”. Especially Sars Mara receives much of its food from other colonies as thanks for all the heavy equipment, ships, et cetera they produce and gift to others.

However, many of these volumes are too much for a single human or even a government to track properly. Supply and demand is fickle and often changes day by day. This is why the Confederation increasingly relies on automated processes and algorithms to allocate gifts to others and request resources in turn.

Internally, it is a different matter and depends on the preference of the colony’s government how they wish to organize their economic efforts, as long as they keep to the Confederate mandate of providing food, clothing, medical attention and lodging for every Sapient residing in the colony. Internal currencies or even currency unions between aligned colonies are uncommon, but present, while many colonies prefer a total moneyless society, preferring some other form of resource allocation, whether it be reputation and contribution, automated allocation or proportional dividends of worker cooperatives.

Culture and Society

To say that the society of the Confederation is pluralistic is an understatement. While mostly left-aligned, the differences between colonies can be extreme, ranging from anarchistic purists, who only live in the Confederation for protection to moderate capitalistic ideology, who want to turn the market and for profit model into a prosperity for all. Everything can be found here and gives the Confederation an image of being argumentative, passionate and idealistic for its own cause.

However, this pluralism and division is tempered by the underpinnings of the generational trauma of many failed revolutions. Words and arguments, even insults can fly - but a civil war would have meant extinction for the early Confederation, an attitude carried over into the modern day. Dissent is seen as positive, a sort of whetstone of ideas. Sedition and saber-rattling is seen as the poison that kills society. Intolerable political circumstances are either dealt with a new colonial venture or by immigration to a more aligned colony instead of trying to change the host society.

Beyond that, Confederates are optimistic about their future, viewing the world with a pragmatic “can-do” attitude. They are builders, terraformers and workers and it reflects in the usual activities of its people, with a certain streak of adventurousness and opportunistic altruism, ingratiating themselves to neighbors with their problem-solving and generosity to sway them to “the Cause”. They have started from almost nothing and will do so again and again until there is no one left who would call themselves a citizen of the Congress or they have finally achieved victory and utopia.

Problems and Troubles

Old Loves, Old Hates

There is no denying it - the enmity of the Confederation and the Commonwealth is as deep as ever, even after decades of lost contact. Already upon re-contact, insults and claims have been simultaneously staked out and much saber-rattling has almost led to a war. Right now, the Commonwealth practically does not care for a costly war against a “long-forgotten, bygone ideology”, but the continued provocations of the Confederation will not be unanswered forever. Some colonies fear this fateful day - many colonies are looking forward to it as they will see it as the first shot for a popular uprising all across the Diaspora.

Insurrection Incorporated

Similarly, the Confederation is appalled at the concept of megacorporations like NT as a whole. While tentatively individuals and communes might do contract work for them in the Coreward Periphery for one reason or the other, many, many indirect and more overt dealings of the Aresians is aimed to subvert, arrest, delay or otherwise impede corporate holdings and claims within the Coreward Periphery. As an outside polity not beholden to corporate law of the Commonwealth, some of these conflicts end in bloody firefights and espionage wars. For now they do not cut into the bottom line too much - but push comes to shove, the TSCs won’t sit on it forever and use their vast influence within the Commonwealth to provoke a war to annihilate the Confederation a third time.

The pen is mightier than the battleship

Without the autonomic processes of venture capitalism, with the large bureaucratic overhead of a gift economy, and universally enforced property claims for any citizens, the Confederation struggles to keep up with managing her citizens, keep track or perform comprehensive censuses without inefficiency and red tape clogging up the system, which focuses confederal and local policy makers to rather address these than up-arming or organizing their military assets in the face of a much wider world than they have dealt with before. Confusing military organization, factionalism, and overall low funding makes the Confederation have a much lower military projection than they could truly have.

Gnarled Radicalism

It always looms on the horizon. Fiery rhetoric, passionate idealism, bitter thirst for revenge - the Confederation touts to be peaceful and working as truly socialist and democratic polity, where any expression of leftism can express itself without oppression. But it always looms. The shadow of autocracy, the iron fist of totalistic vanguards that stomp any supposed traitor to the revolution into the dirt. With the uncertainty around the Commonwealth, the Periphery and the influence of Megacorporation, the unthinkable of dictatorship becomes more and more a real solution for those who wish to show action and bring the liberation of the stars to every corner of the galaxy now and not tomorrow.

Opinions on other Factions

The Commonwealth

"A society rotten at its core. A leviathan that will devour all and produce nothing but filth and squalor in its wake. Unfettered consumption with the empty promise of wealth for anyone but the Top 0.01 percent is nothing short of bloodsucking evil. If there is a Hell, every politician, executive and celebrity from the Commonwealth is there, rubbing shoulders with demons like one of their fucking dinner parties."

The Unitary Alliance of Salthan Fyrds

"Abandoned by the Commonwealth, they are pretty much like us - and circumstance has shaped them to become warriors. I feel for them, but their paranoia and propaganda poisoning from ages ago makes them reluctant to get our help. I hope they prevail in their struggles, genuinely."

The Elysian Colonies

"Yeah, I imagine this is what we would be if we would've included capitalists and reactionaries to the refugee fleet. Similar idea, terrible execution. Figures. It's full of petty tyrants and rife with flagrant abuses of the rights of Sapients. Fuck 'em, let the cool kids come to us instead, we have plenty of room. Or we just make more, haha!"

The Third Ares Confederation

"We overcame so much. The future is not scary when we learn from our past. Libertas ad Astra!"

Skrell Consensus

"Iunno. They're far away, to be honest, so I don't know much about them. But I suppose they have figured out what works for them and have rigorously applied it to themselves for a near-perfect society. But why kings of all things? It has the stink of autocracy on it and I rather not linger around too much, you know."

The Unathi Hegemony

"Bit of a reactionary wet dream, aren't they? The evil, fucking alien coming to steal your land and wife. Great rallying call for the people who ACTUALLY lust for your land and wife. Ah well. Can't say I'm a fan of their autocracy but I think there is more to them than what the Commonwealth touts about."

The Tajaran Diaspora

"Kind of funny that the species so similar in the drive of exploration, conquest and colonization happens to be giant, bipedal cats. I hope they won't have a rough awakening to class consciousness like us though. That would get ugly fast and we probably would get involved - somehow."

Nomads

"It does have a certain romanticism, doesn't it? We are basically mirrors to each other. What would have happened if the refugee fleet never settled Sars Mara? Probably something like that. We might not agree on the details, but I think most nomads are closer to us than their parent cultures. Bless."

Mega-Corporations

"Chernobog, Azathoth, Ulopoka, Guayota, the Devil. Whatever you want to call them. Scum-fuck bastards begotten by evil slime, born in the filth and miasma of diseased and rotten backrooms and malls. Each and any of them in the corporate command structure has sold their soul and fucked a pig's head with glee, sold out their friends, their family and their dog. The lowest of the low, not fit to walk but crawl, into the minds, into the hearts, into the thoughts of innocents to corrupt their thoughts and vomit cruel, uncaring ideals into their head. There is nothing redeeming about any Mega-Corporation and anyone who tells you otherwise needs new eye implants. Or a brain."

The Free Trade Union

"You know the frustrating thing when someone is just about to really get it, you know and then gets the wrong epiphany? Yeah, that's the FTU to me. They're so close to becoming class-aware, but they really think they can become a big player like the other kids and not just throw the shit game at a wall and flip their middle fingers to it. One day, maybe."

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Essentials Factions Locations Species News Miscellaneous

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YellowDot.pngNanoTrasen

GreenDot.pngCommonwealth of Sol-Procyon

YellowDot.pngAres Confederation

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YellowDot.pngFree Trade Union

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YellowDot.pngVirgo Orbital Research Establishment

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