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<blockquote>“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…”


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                      -Joke told commonly in the Ares Confederation
<blockquote>"I swore to never surrender to you."---</blockquote>
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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.
 
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."


"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.
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.
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.


Even after the failure of revolts within the core worlds of Sol Central against the yoke of the TSCs, revolution still carries its torch into the deep reaches of explored space. One of these rebel factions is the Ares Confederation.  
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.  
The Ares Confederation tethers on the fringe of colonised space and currently holds only a dozen of planets- But exactly those who were coveted and exploited by their TSC overlords for their richness in biosphere or resources, enabling to carry much more punch than their size would normally allow them.
While formally seperated from Sol Central, the USDF hesitates to fully mobilise against the unruly colonies, as their cause is tentatively supported by factions within Sol Central, as they weaken the iron grasp of TSCs on daily politics.


Their seat of Government is Paraiso a Àstrea, a former pleasure world turned rebel fortress.
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.


== History ==
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.
=== Dawn of a Revolution ===
Originally only a strike of miners on the dusty, arid planet of Ares in the year 2540, the movement was quickly radicalized as Grayson Manufactories Ltd. answered the public outcry with heavy asset protection. From there on, an outright civil war spread across the planet's surface.
After the strike was dispersed brutally by PMCs hired by Grayson Manufactories Ltd., with over the half of the death being unaffiliated citizens, the population of Sars Mara City took up arms- Most of it either scavenged, stolen or outright jury rigged from mining equipment.
Organized by retired USDF Colonel Rodrick Gellaume, the rebels assaulted the Sars Mara military base and seized material and vehicles within it. Boosted by this victory, Gellaume quickly turned the tides for the rebels, getting Sars Mara City and outlying mining facilities under control.
From there on, the rebellion ground to a halt, as lack of manpower, trained personnel and sheer logistical issues drove the military effort to halt as  Grayson Manufactories Ltd. began to respond with heavy asset protection. A long, bloody conflict broke out, with neither side able to
dislodge the other from their entrenched positions. However, time was on the side of the rebellion, who have adopted the name "Zeal of Ares". The population was sympathetic to their cause, sick of their treatment under the TSCs. Collaborateurs and guerrilla warriors joined the cause,
leading a shadow war deep within enemy territory.
The elan of the rebellion gained traction again after a devastating sabotage against  Grayson Manufactories Ltd. at New Bolkhof, as the Munitions Depot was destroyed by saboteurs. With their air support cut off  Grayson Manufactories Ltd. was attacked by the "Zeal of Ares", supported by
local partisans, the second city falling to the rebels. With their numbers bolstered and morale exceptionally high, the "Zeal of Ares" won sweeping victories against the various PMCs, which were eventually pulled out by their firms- The loss of material and men simply outweighed the profits
of their respective contracts. Ares was officially relinquishing control from  Grayson Manufactories Ltd., turning it to the inhabitants of the world, broadcasting to the known galaxy that the people have spoken and that revolution is coming to their sector of the Galaxy.


===   Paradise on Fire  ===
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.
Although Ares was firmly secured in the hands of rebels, Gellaume, now declared Military Magistrate of the Ares Confederation, knew that, if given time, Grayson Manufactories Ltd. would strike back and assuredly take back the planet. A fleet was needed, so were allies or more territory for the new
=Problems and Troubles=
government he helped to shape. Especially a space fleet was required to take over the various mining and manufacturing stations within the system Ares resides. Unsavoury deals have been made with local pirate groups, pardoning their crimes and allowing them to resocialize into the new society in turn for military fleet service. Surprisingly, quite a lot of privateers agreed to this and integrated into the rebellion more or less seamlessly, taking control of vital shipyards in Ares' orbit. Success bred ambition and with bolstered ranks, Gellaume set out to a Crusade through the local sector, trying to unite
===Old Loves, Old Hates===
the local sector under his banner to protect all the work his soldiers done.
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.


But his rebellion was hungry... Literally. Ares, as an arid, hot planet, was not suitable for most crops and foodstuff was previously imported by their TSC masters. With that out of the equation, food supplies were dwindling. And thus, taking over a verdant world or agricultural powerhouse was mandatory. The decision was easy to make. Gilthari Exports held a fringe world in close proximity. Paraiso a Àstrea. Jungle, oceans full of life. Mostly untampered by human hand ot preserve the nature for rich corporate figures to enjoy. Military presence on the ground were minimal at best, with most of the protection
=Opinions on other Factions=
coming from orbital stations and patrol frigates holding the perimeter. Again, the popularity of Gellaume and his policies (such as drastically reducing piracy by simply making the pirates his navy), helped him in securing the planet. Civilian personnel rebelled against Gilthari after several
===The Commonwealth===
collective bargaining attempts for higher pay and holidays were denied and picket lines roughed up and disabled the orbital strike stations. The frigates had no chance against the overwhelming privateer fleet and Paraiso was put under blockade.


Gilthari had no true interest in picking a fight in a sector where their only presence was a resort and quickly surrendered control over Paraiso in exchange for the captured and held hostage corporate figures on the planet surface, making Paraiso the only true, legally held territory by the Ares Confederation.
"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 following months made the planet's surface drastically change. Military installation, FTL administration and agricultural complexes were constructed, feeding the rebellion and entrenching their hold on their tentative space even further as they expanded their civilian, economic and military control over their holdings, turning the rebel faction into a proto nation.


===The Unitary Alliance of Salthan Fyrds===


=== Limits of Zeal ===
"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 following years of the so-called Ares Uprising seen more victories than losses. Despite setbacks and losses of planets after successful insurrection, the Ares Confederation steadily gained more and more territory, firmly entrenching their position on the Fringe as military and economic threat to the TSCs vying for control over resources. Still, the current war os a stalemate, especially with the involvement of the USDF. Successful lobbying by the TSCs has led to Sol Central to send out peacekeeping forces, limiting the military efforts of the Ares Confederation to skirmishes, assaults and guerrilla attacks on outlying TSC planets, desperately trying to keep military response by corporations low, while seeking political allies with the United Federation to recognise their sovereignty and put an end to the conflict. Even unlikely allies were welcomed, such as refugees of other rebellions, such as the communist revolutionnaries of Mars, seeking to make amends by helping another cause against the Transstellars. Rumour has it that even the Syndicate is sympathetic to the Ares Confederation, feeding them military equipment, schematics and information of movements of their enemies.  While holding their position and denying any further pushback, their current grip on their systems is tentative and shaky.  
Currently, they publicly broadcast that anyone is welcome in the new interstellar nation and urge nearby colonies to take up arms as well, while withholding large scale tactical assistance, rather consolidating their military might... At least for now.


===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!"


== Government ==
===The Third Ares Confederation===


The Ares Confederation is, contrary to its name, a largely centralised state.  Paraiso a Àstrea holds most of the authority over the conquered colonies, with law enforcement, military, school system and judicracy  paid by the federal treasury and handled by federal agents.
"We overcame so much. The future is not scary when we learn from our past. Libertas ad Astra!"
Beyond that, the Ares Confederation is a parliamentarian, indirect democracy, headed by the Prime Minister, who also represents the state in diplomatic functions.
Within the Confederation, two classes separate society. "Residents" and "Citizens". Residents are people, who are tolerated on the Confederation's soil. They are not allowed to hold public offices, cannot vote and are required to pay larger taxes than a "Citizen."
In order to become a citizen, a resident needs to finish at least one tour in any of the Confederation's military branches, for a period of two years. This automatically elevates a resident to citizen, making them a fully fledged member of the Aresian society.


=== Legislative ===
===Skrell Consensus===
The legislative of the Ares Confederation consists of two houses, the Colonial Directive 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 permament 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. A party needs to have at least 5% of all votes to be assigned seats in the Assembly. The Liberty Assembly is voted for every four years.


The Colonial Directive Council is, however, appointed by the local governments of the colonies within the Confederation. Every colony (currently 12) sends three 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.
"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 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 Supreme Ares Court.
===The Unathi Hegemony===


The Colonial Directive 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 school system or military), they can declare their dissatisfaction about the law, which does not have any legal binding.
"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."
However, if the law pertains a colony, causes higher administrative cost for the colony or taxes them more, The Colonial Directive Council needs to give their blessing to the law. In case a simple majority within the council is not reached, the law needs to revised by the Liberty Assembly or is formally jossed.


=== Executive ===
===The Tajaran Diaspora===
The Prime Minister is both highest executive and head of state. Much like a president is he the highest diplomatic officer and representative of the state and its people.There is no term limit and the term is four years, exactly like the Liberty Assembly. The current Prime Minister is Gellaume on his second term.
The Prime Minister is voted in by the Liberty Assembly based on the majority party and eventual coalition junior members, who also determine the cabinet of Ministers. The PM and the cabinet deal with the day to day business on the interstellar federal level, request the formulation of laws by the Assembly and guide the overal state of the Ares Confederation. Military supremacy is held by the Minister of Defense, or in case of war, the Prime Minister (as is the case for the current Ares Confederation).
In case the Liberty Assembly deems the PM untrustworthy, they can hold a vote of confidence. If this vote fails to accumulate a simple majority, the PM is deposed and there needs to be a new one elected within two weeks.


=== Judiciary ===
"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."


The Supreme Ares Court (residing on Ares) is the highest juristic instance within the Ares Confederation and contains 9 members, the High Judges. They are the guardians of the Ares Confederate Constitution and Declaration of Independence. While holding no iniative, they are the final instance in many cases, from local to federal laws if they are unconstitutional or not. High Judges serve for life or until retirement and are appointed by majority vote of the Liberty Assembly.
===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."


==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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