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Author Topic: The Embassy... let's gossip about who hates who (factions, not people...)  (Read 19473 times)

kazi

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With the introduction of faction relationships, it seems like it will soon be necessary to figure out how to determine how the different mods "play" and interact together (in much the same way as how we had to figure out a way of sharing the starmap). So that's what this thread is for.

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Write a short description of your faction's background so other modders can figure out who your faction is and what they want. It should be enough to get a feel for the faction, but not pages and pages of lore (perhaps just a couple paragraphs?).

What's your faction's relationship with the core/vanilla factions? If you want, you can explain things a bit. This part seems like it should be pretty optional because it's not like the vanilla factions can disagree with you, right?

What's your faction's relationship with other modded factions? Again, it might be wise to explain things with a sentence or two so other people can understand why faction X feels like faction Y are inferior starship operators/have poor taste in music/are bad kissers. Explanation might be important here because people are bound to disagree at some point.

It's going to be impossible to specify a relationship for every mod out there (because there are tons... first world problems, I know...). I started off with only doing the UsS factions because it took me awhile to write. If you want a particular "default relationship" (for use in mod compilations and when nothing else is available), say so. The default relationship might also specify how the player should be treated by the faction at game start.

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No one should feel bound to implement these relationships- think of this as more of a guideline for modders to use than anything else. If you think something seems out of character or disagrees with your/another mod's lore feel free to suggest a correction. (If someone disagrees with you, perhaps your factions should be at war?  ;)) Bad humor is strongly encouraged (but that might just be me).

Oh and we should probably spoiler everything so that this thread doesn't become an absolute wall of text.
« Last Edit: August 14, 2014, 02:26:20 AM by kazi »
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kazi

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I'll start as an example.

The Mayorate
Spoiler
The Mayorate is a society organized around a single long-term goal: the continuation of human life in the sector and by extent, the galaxy. Barring outside intervention or a major change in sector affairs, Mayorate simulations predict the complete and total extinction of human life throughout the sector within less than 400 years. Known resource deposits are nearly depleted. The biospheres of most terraformed planets are slowly collapsing from overharvesting and a lack of Domain-era know how. Amidst it all, the sector’s various factions continue to war over token bits of power and technology – often not even understanding how their weapons continue to function in the first place. Drastic action is required to stave off the slow but inexorable decent into total anarchy.

The Mayorate leadership intends to forestall and prevent this collapse by any and all means at its disposal. All power will be concentrated in the hands of several all-powerful corporate monopolies, the Mayorate military establishment, and a state church that espouses the understanding of technology and unswerving loyalty to the greater good. Freedom of the press and most forms of political dissent are ruthlessly, ah… “discouraged.” If you are not part of the solution, you are part of the problem. This attitude has ensured the Mayorate remains more or less a pariah in sector politics. Although many view the Mayorate as a destabilizing influence, it believes itself committed to advancing humanity’s best interests and is one of the few factions actively conducting new research and development in the sector. This hasn’t stopped them from attempting to eradicate anyone who disagrees with them, however.
[close]

Relationships with other factions (core):
Spoiler
Hegemony: a long and very dirty war
Viewing it as a destabilizing influence (and rightly so), the Hegemony has tried to wipe out the Mayorate on a number of occasions. Mayorate warships occasionally slip through Hegemony defenses and glass a planet. It’s doubtful these two will stop shooting at each other anytime soon.

Tri-Tachyon: co-conspirators
The Tri-Tachyon Corporation actively arms the Mayorate as a means of waging a proxy war with the Hegemony. Mayorate agents and lobbyists have infiltrated the Tri-Tachyon Corporation and wield significant influence at its highest levels. It’s not entirely clear who’s using whom. 

Sindrian Diktat: neutral
The two factions share little contact beyond regular trade and the occasional cordial diplomatic exchange. Brutal, autocratic regimes have to stick together, right?

Independent worlds: intense distrust
It would be out of character if the Mayorate didn’t attempt the occasional coup or annexation of neighboring systems every once in a while.

Pirates: relatively friendly
The Mayorate funds “privateers” extensively to disrupt and weaken rival factions throughout the sector. Strangely enough, Mayorate-flagged vessels never seem to be targeted by pirates. Hmmmmm…

Church/Knights of Ludd: intense dislike/occasional shooting
They don’t like each other. Besides, “Ludd” is a silly name.

Path of Ludd: cooperation/conflict depending on the circumstances
Although they occupy opposite ends of the political spectrum, the Mayorate and Path of Ludd both claim to work towards humanity’s salvation. Occasionally they unite to destroy a common enemy. It’s a pity they still see each other as heretics.
[close]

Relationships with other modded factions (just UsS for now since there are so freaking many mods out there). Feel free to suggest a correction if you think one of these is out of line (I did my best to be faction lore-friendly).
Spoiler

Exigency Corporation: enigmatic
Like most factions in the sector, the Mayorate has no political or economic contact with Exigency at any level. They shoot each other on sight (just to be on the safe side).

Nomads: dislike
The Mayorate has little regard for this faction that flits from place to place, depleting local resources and then moving on. Nomad ships caught draining Mayorate planets or supplies will be fired upon.

Shadowyards Heavy Industries: distrust
SHI generally dislikes large, centrally organized, organizations who seek to dominate the sector. This includes the Mayorate. Scandal erupted recently when a prominent Mayorate official commented on how much nicer the sector map would look if Anar used the same color as the Mayorate.

ASP Syndicate: neutral
*SPOILER ALERT* The Mayorate has been known to ship packages from time to time. *SPOILER ALERT* (outrageous, I know… ;))

Blackrock Drive Yards: cold war
The Mayorate views Blackrock’s adoption of unknown and untested alien technology as a ticking bomb with unpleasant implications for the sector. The Blackrock Interstellar Authority frowns upon certain Mayorate practices (including but not limited to wiping out planets and the technological enslavement of minds). Borders remain tense.

Junk Pirates: ambivalent
Although the Junk Pirates and Mayorate dislike each other, they share many of the same enemies (and taste in fine liquor). They are fine with allowing each other to exist… for nowTM.

Ahriman Association: cooperative (as long as they’re not backstabbing one another)
The Mayorate pays well for samples of Exigency technology to dissect and analyze. Deals have been known to go bad from time to time (but they try not to let that get in the way of things).

The Pack: no contact
These two societies have had little contact and don’t have a reason to start shooting each other yet.
[close]

Default relationship: neutral-hostile (generally they dislike other factions, but not quite enough to outright attack/kill on sight)
« Last Edit: August 14, 2014, 02:36:01 AM by kazi »
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Tartiflette

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       Scy Nation

LORE
Spoiler
  Descendents from a colony of scientists, Scyans have been hunted down and almost exterminated by the Cult of Ludd for blasphemy after the Hegemony and Tri-Tachion abandoned them. They tried to hide in an uncharted world, Tartarus, severing contact with all the sector for more than a century before gaps in they economy started to become too important to ensure their survival. Especially weak in the medical domain, they now hunt for supply against radiation poisoning, and for indentured workers to build and maintain their newly formed military fleet. Extremely concerned about keeping their existence a mystery, they concentrate all their plundering in short periods every few cycles called "Great Expeditions". Master of speed and stealth, they only hit when assured of victory, and avoid large battles at all costs.
   While a bit arrogant, seeing themselves as the last bastion of true civilization, they do acknowledge their need of the rest of the sector resources for their own survival. Thus they try not to destroy other worlds economy, nor they hunt the weak. Their target of predilection are the rich worlds, more susceptible to hold the medical resources they need, hitting where they aren't expected.
  
   Though piracy is universally regarded as a plague, Scy mostly avoided any retribution for two reasons:
 - First their existence is hardly known, and even less so the fact that they dabble in piracy. A few sightings of unknown ships have been reported trading in free-ports, but they only sell what they don't need and can't be tracked back. The Hegemony intelligence services are investigating strange outbursts of piracy by a group nicknamed "Skoll", but until now, no connection has been made between the two.
 - Secondly, they are so few in numbers that all they steal barely makes a dent in a world economy. "Skoll" pirates are simply flagged as a "nuisance" and no major operation has been started against them beyond reinforcing escorts as soon as the firsts convoys start disappearing without leaving a trace.
[close]

Scy Nation relationship with Vanilla factions:
Spoiler
Hegemony / Tri-Tachion / Sindrian Diktat: Inhospitable
   Due to their objective of remaining hidden, the Scy Nation is inhospitable to most factions in the sector. They won't try to attack larges fleets most of the time, except if their home system is invaded and most of the time they just keep to themselves.

Pirates : Hostile
   While one could think they would be friendly with other pirates, this is quite the opposite. They destabilize the sector, increase security patrols, attack anyone for no reason, and most of all, would sell them in a heartbeat should they get some intel about the location of the Scy home planet.

Culte of Ludd : Hostile
   While having been massacred by the Cult of Ludd, most of the memories of these event have been lost and they do not wish to waste resources in a futile act of vengeance. That does not mean they wont happily take on an isolated force if they are assured of victory.

Independants : Friendly
   Both try to make a living and improve the state of the sector, there is no reason for them not to cooperate. To ensure anonymity Scy maintain a small fleet of standard freighters an only do exchanges in free ports.
[close]

Relationship with Modded factions:
Spoiler
Mayorate: Inhospitable
   Their goal might be somewhat positive, but their methods are way too constrictive to let them know about Scy existence. Besides, their warmongering with the Hegemony might leave the sector in a worst state than it already is.

Interstellar Imperium: Inhospitable
   Much like any other large faction that try to impose it's own vision, Scy can't allow the Imperium to know about it's existence.

Shadowyards Heavy Industries: Favorable
   Always a bit suspicious about pre-collapse entities, Scy can't resolve itself to engage in an active relations with SHI though they try to improve the situation in the sector. The council decided to leave them a wide berth to do their bidding until they succeed or show their true colors.

Valkyrians: Suspicious
   Their ultimate goal to recreate gates and reconnect with the Domain of man could be considered positive in Scy eyes, but their ways aren't. Like almost everyone in the sector the council decided to leave them be an limit contacts to a bare minimum.

Citadel: Favorable
   If it weren't for they positive relationship with the Hegemony, Scy would gladly cooperate with them, even if in indirect ways. Sadly this is not the case and no diplomatic contact has been made; though captains have been ordered to never interfere with their activities.

Blackrock Interstellar Authority: Inhospitable
   Ready to do anything to achieve their goal of leaving the sector even if it means ruining it, hostile to pretty much anyone, high level of medical technology... The Scy council would never allow them anywhere near the Tartarus system, and Blackrock convoys are a prime target during the Great Expeditions.

Exigency Corporation: Inhospitable
   The Exigency ultimate goal is obviously a nefarious one, no need to learn more about them.

Ahriman Association: Hostile
   They are pirates, and like pirates they destabilize the sector.

The Glorious Gedune Empire: Hostile
   First contact went terribly bad, and neither sides tried to improve relations after that.

The Knights Templar: Hostile
   Unsurprisingly, they are mutually hostile, but in practice almost no contact has been made. No one must take any risk potentially leading them to Tartarus, as the Scy navy will certainly not be able to repel them.

Neraterus: Vengeful
   Their ability to manipulate people is of utmost interest to Scy scientists, but this is matched by how terrifying the perspective of having a traitor reveal their location is.
[close]

The Great Expeditions:
  While in normal times the Scy Nation is neutral to most, every few cycle it has to send fleets plunder trade routes to fill the gaps in it's economy. Until now no connections has been made between their two faces. They carefully choose their targets to maximize their gains with minimum response, spreading their attacks between most large factions.

Relationships:
Spoiler
Actively hostile to:
Hegemony, Tri-Tachion, Sindrian Diktat, Cult of Ludd, Mayorate, Interstellar Imperium, Valkyrians, Blackrock, Exigency, Gedune.

Inhospitable (because too powerful, or not worth attacking) to:
Pirates, Citadel, Ahriman Association, The Knights Templar, Neraterus

Suspicious and maintain it's distances with:
Independants, Shadowyards Heavy Industries
[close]
« Last Edit: October 02, 2014, 06:36:32 AM by Tartiflette »
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Erick Doe

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Dark.Revenant

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Interstellar Imperium

Lore
Spoiler
Founded centuries ago by Caesar Justinian IV, the Interstellar Imperium was once a prominent duchy of the Domain of Man. They preferred to use tried-and-true technology to reinforce their infrastructure, economy, and armies, a fact that disgraced them in the eyes of more progressive factions (namely, the Tri-Tachyon Corporation).

However, this redundancy and self-reliance served the Interstellar Imperium well after the Collapse. Despite the fact that their holdings are now effectively cut-off from each other, the handful of Imperial systems within the Sector were virtually untouched by the chaos and carnage following the Great Collapse. Presently, they control a small number of well-entrenched, strong core worlds whose populations are kept loyal by the promise of security and prosperity.

Detractors of the Interstellar Imperium criticize its military dictatorship for its rigidity and strictness, but this is just as often seen as forgivable, considering the inhospitable Sector we live in today. Pilots heading for Imperium space should be wary of capital-grade crossfire and planetary-scale bombardments; the Interstellar Imperium has been in conflict with the Hegemony for centuries, and lately the hostilities have reached the point of total war.

[close]

Core Relationships
Spoiler
Hegemony: Vengeful.  They will never have peace until one of them is dead; the Hegemony and the Interstellar Imperium both claim to be the legitimate successors to the Domain of Man and nothing will convince them to stop vying for power.

Tri-Tachyon Corporation: Neutral.  The Interstellar Imperium and the Tri-Tachyon Corporation both have their hands tied with the Hegemony; a long-standing neutrality agreement prevents either from meddling with the other.

Sindrian Diktat: Hostile.  As an allied faction of the Hegemony, the Diktat is also involved as a proxy state in the war with the Interstellar Imperium.

Independents: Favorable.  The Interstellar Imperium is an economic powerhouse and openly accepts trade with non-aligned civilians and mercenary fleets.  Despite being an autocracy, the Imperium is one of the few political entities that directly trades blueprints to high bidders in order to bankroll its massive fleets.

Pirates: Hostile.  As an economically-focused autocracy, the Interstellar Imperium has every reason to hate Pirates.

Knights of Ludd / Church of Galactic Redemption: Inhospitable.  While the official Luddic factions have many reasons to distrust the Interstellar Imperium, they are not willing to wage war with them as of yet.

Luddic Path: Hostile.  Much like the Hegemony, the Interstellar Imperium represents oppression, order, industry, and technology.  The Luddic Path cannot accept that.

[close]

Modded Relationships
Spoiler
Exigency Corporation: Hostile.  The Exigency does not often clash with the Interstellar Imperium, whose customary ships are very well-equipped for dealing with Exigency tactics.  However, they are prepared for increased hostilities should the need arise.

Citadel: Neutral.  As a competitor and trading partner, the Citadel fall roughly even on the line of affinity.

Blackrock Interstellar Authority: Neutral.  The Interstellar Imperium and the Blackrock Interstellar Authority are officially neutral and prefer to remain that way so long as the war with the Hegemony continues.

Ahriman Association: Hostile.  They are pirates and they are also mostly Exigency.  Not a great combination.

The Knights Templar: Hostile.  As far as the Imperium is concerned, the Knights Templar hate everybody.

The Mayorate: Inhospitable.  The Mayorate is mostly made up of dangerous pseudo-pirates that the Imperium believes ought to be put down.  However, they are uniquely opposed to the Hegemony, convincing the Imperium to hold off on dealing with the Mayorate for now.

The Nomads: Hostile.  The Interstellar Imperium does not appreciate the Nomads and their territory-infringing, economy-collapsing migratory patterns.  Not one single bit.

Shadowyards Heavy Industries: Suspicious.  The Shadowyards pose an economic and technological threat, but there are no outright hostilities.

ASP Syndicate: Favorable.  The Interstellar Imperium appreciates the trade that the ASP Syndicate brings, but is prepared to cut all ties to this neutral faction in case of trouble, due to their slight affinity for the Hegemony.

Junk Pirates: Hostile.  They're pirates.

P.A.C.K.: Neutral.  The Interstellar Imperium essentially does not care enough about the P.A.C.K. to form an official opinion.
[close]
« Last Edit: August 27, 2014, 12:16:44 PM by Dark.Revenant »
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MShadowy

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Shadowyards Reconstruction Authority

Lore
Spoiler
Descended from a long line of groups which rejected the rule of the Domain, the Shadowyards Reconstruction Authority managed to outlast and elude the efforts of those who would destroy them long enough for the Gate Network to collapse; this fact is generally believed to have been made possible due to extensive technical and financial support from an unknown third party. The majority of their technical knowledge survived both the Domain and the Collapse, and the SRA is one of the few factions in the sector who understand more than the basic operating principles behind their technology; despite this, novel research and design efforts have progressed only slowly, as the majority of Shadowyards resources have been devoted to what might be a vain effort to reverse the Sectors decline.
[close]

Core Relations
Spoiler
Hegemony: Hostile.  Neither party has forgotten that Shadowyards began it's existence as a group rebelling against the Domains authority; as such they are, practically by definition, enemies.  While the SRA's territories are not nearly so extensive, their technological capabiltiies, industrial base and force concentration are sufficiently high that the Hegemony has been unable to do much more than try and contain them.

Tri-Tachyon: Suspicious.  While Tri-Tachyon and Shadowyards have cooperated against their common foe the Hegemony at various points in the past, these two factions diplomatic relations are cool at best; TriTachyon considers the SRA's socialist economic structure a hinderance to profit, and for their part Shadowyards is opposed to Tri-Tachyons plutocratic nature.

Sindrian Dictat: Hostile.  Controlled by a former Officer of the Hegemony, the Sindrian Dictat has been hostile to the SRA since it's founding, if only due to their masters paranoia; despite this the two nations have not had much interaction.  The SRA has little interest in the Diktat, and has largely responded to the state of undeclared war by a policy of avoidance.

Independents: Favorable.  Shadowyards has carefully cultivated a good reputation among independent captains, and Anar and it's affiliated systems are a popular spot on various trade routes despite the Hegemony regularly harassing trade fleets departing the region.

Pirates: Hostile.  Whatever their reasons, Pirates represent an endemic threat to Shadowyards efforts to stabilize the sector, a situation not helped by the fact that the pirates, for uncertain reasons, view the Yardies as "soft," and as such a preferred target.

Knights of Ludd/Church of Galactic Redemption: Inhospitable.  Given their efforts to increase the quantity and quality of technology across the sector, it should hardly be surprising that the Church of Galactic Redemption considers Shadowyards to be a heretical organization; despite their mutually opposing views and the further antagonism of the Path of Ludd, the SRA and the Church have not yet come to blows.

Path of Ludd: Vengeful.  The Path of Ludd finds the constructive efforts of the SRA to be an unbearable affront to their doctrine; as such, Path sects have waged a centuries long campaign of indiscriminate terror attacks. Shadowyards, in turn, has garnered a reputation of excelling in tracking down and obliterating Path training facilities and redoubts--as well as one of utter ruthlessness when dealing with the Cultists.

Persean League: Friendly.  Despite significant philosophical differences between the two groups (predominately over the existence of a uniform rule of law and the degree to which command is centralized), the SRA and the League have managed to somehow form a lasting alliance.  This is largely believed to be due to the initially inadvertant cooperation of the two polities against a series of Hegemony probing attacks c. 142-146.
[close]

Mod Relations
Spoiler
Exigency Corporation: Hostile.  Due in large part to their relatively close proximity to Tasserus, Shadowyards find themselves having to repel Exigency raiders fairly regularly, generally considering them to be little more than technically sophisticated pirates.

Nomads: Inhospitable.  While not overtly hostile the SRA neverthless is unwilling to allow Nomad fleets access to their space, as their roving caravans tend to have a deleterious effect on a systems infrastucture and resource base.

ASP Syndicate: Favorable.  Similarly to cultivating their relationship with the Independents, Shadowyards has attempted to build a working relationship with ASP in order to foster trade.

Junk Pirates: Hostile.  Pirates who happen to be really good at repurposing junk.

Blackrock Drive Yards: Inhospitable.  A series of diplomatic gaffes which both parties blame the other for has all but brought these two factions to blows.

Mayorate: Suspicious.  While Shadowyards is not yet in a position of outright conflict with the Mayorate, the imperialistic tendencies, piratical behavior and not terribly subtle drum beating has had the SRA's strategic offices drafting plans to deal with a possible Mayorate invasion... just in case.

Ahriman Association: Hostile.  Pirates.  Live in rocks, have some Exigency technology.

The PACK: Neutral/Favorable.  While Canis is somewhat remote in comparison to Anar, the PACK's unusual collectivist society is viewed as a potential ally, and Shadowyards has sent a number of representives hoping to form peaceful relations.

Interstellar Imperium: Suspicious.  Though Shadowyards views the Imperium as embodying many of the  worst excesses of the Domain, there can be no questioning how much they hate the Hegemony; for now, at least, the SRA is willing to stay out of the Imperiums way.

Knights Templar: Hostile.  The Knights Templar appear to be a singularly destabilizing element.  Also, they're huge, self-righteous jerks about it too.

Scy: Favorable.  Shadowyards has largely avoided the depredations of SCY's Great Expeditions, and as such has no particularly strong opinions on the group; this state is likely to continue until one party or the other manages to invoke the others ire.  As such the two groups share a tepid amicability.
[close]
« Last Edit: November 12, 2014, 04:13:20 PM by MShadowy »
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kazi

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This is really good stuff! A few of these made me chuckle a bit.



Also a bit of a trend I've noticed that everyone loves to hate the Hegemony. Poor guys need some friends or something... Volunteers?
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ValkyriaL

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VALKYRIANS


Considering Valks were part of UsS once, i figured i could write a bit about it, will add things in as time passes.

Lore
Spoiler
Archon industries were once part of the Domain of Man,
a small piece in a great puzzle,
after many years of studying domain ship design and coming up with their own,
They were starting to become a rather well respected adversary in the design world,
with vessels far exceeding the potential of private companies and naval design bureaus,
however, simply studying blueprints and making something better was not enough for them,
and with increasingly more advanced technology being hidden away or encrypted,
their fanatical search for superiority made them go to ever more drastic measures of acquiring it,
eventually they broke off due to huge conflicts in the development sector and threats from the Domain's seat of power once it was obvious that they were a threat and intent on destroying anyone in their way to power.

After the collapse of the stargates, they devoted all their development into producing ship borne gate drives,
allowing them to warp without the use of stargates as long as a super-capital ship, which were the only ships large enough to accommodate these warp drives, was present in the system,
they now inhabit large portions of space, some of it being worlds lost after the collapse and undiscovered systems.
with their resources dwindling, they fight amongst the others for control over the civilization that remains.

The Valkyrian name was conceived because most of the officers, bridge personnel and high ranking individuals are women, all of which have laser lances and deflector shields for their armament, which reminded people who fought them of the winged warriors who led the fallen to heaven.
[close]

Core Relations
Spoiler
Hegemony: Inhospitable.
The Hegemony represents the very people that stood against Archon industries before the collapse, neither faction likes the other, but they are too far away from each other to effectively wage war, and the dwindling military strength of the Valkyrian navy is also a factor that keeps this conflict calm.

Tri-Tachyon: Hostile.
As a faction with higher technology than themselves, the Valkyrians makes it a habit of raiding science facilities and tech mining fleets in hope of stealing components or blueprints more advanced than their own in order to reverse engineer it and improve upon it in their own way, and engaging anyone who tries to prevent them from doing so, battles are a regular occurrence.

Independents: Neutral:
The independents posses almost the same technology as the Valkyrians do in terms of design, however they are long outdated when it comes to system manufacturing and ship construction, so they see no need to attack them, trading happens every now and then, but only to a certain extent.

Sindrian Dictat: Inhospitable:
the Sindrians who stand as allies of the Hegemony, have very little "good" associated with them in Valkyrian eyes, their tech is on par with the independents, and they are located far from Valkyrian lines, why spend time thinking about a vastly inferior faction living on a forsaken rathole of a planet with no threatening material available whatsoever, when you can think about how our wonderful leaders will lead our godlike civilization into an age of great wealth, power, social status and technology that no "man" could ever hope to achieve anywhere else?

Pirates: Inhospitable:
Pirates are little more than an annoyance to the Valkyrians, their technology is so immensely outdated and their numbers are so few in comparison. pirates mostly flee in terror when a Valkyrian fleet passes by, a nice example of being at the top and bottom of the food chain.

Path of Ludd: Vengeful  
The Path of Ludd sees the Valkyrians as a pest that needs to be eradicated as they represent everything that they are opposed to, in turn the Valkyrians, who view the ludd as rabid animals who needs to be put down, have been accounted for several horrific acts against this organization, such as taking entire ship and installation crews confirmed to be members of ludd and gassing them to death in the thousands, blowing up civilian ships that had even as much as a single luddi member onboard. The Valkyrians will stop at nothing, until every single member of ludd and anyone even thinking about joining them, are dead.
[close]

Mod Relations
Spoiler
The Valkyrians have very few friends outside of neutral or mining factions. they view all other factions as hostile, short term alliances have happened in the past. but they never lasted.

Also, oh god there are so many factions out there, lets start with a few for now.

Blackrock Drive Yards: Inhospitable.
As with many other faction, Archon industries are simply after Blackrock technology, a previous alliance was promptly disbanded as this was discovered.

Shadow Yards Heavy Industries: Suspicious/Inhospitable.
The Shadow Yards technology was desired in the past as with many others, however upon further contact it was concluded that  their technology wasn't all that different, hunting them down for it seemed hardly worth the effort, their cute attempt at restoring the sector stability puts a smile on Valkyrian officers, "how can we make them feel despair i wonder?" plans to capture civilian craft have long been circling about to simply get a reaction from this industrious and all caring nation, upon capturing military ship crews, it was concluded that many of them were women, are our military ranks really that similar?

Junk Pirates: Hostile.
Pirates flying scrap metal held together with glue and duct tape, how laughable.

Ahriman Association: Hostile.  
Pirates flying around in asteroids? this just keeps getting better and better.

Lotus Conglomerate: Suspicious.
More pirates! just in slightly stronger ships, their sudden disappearance left the Valkyrians saddened that one of their faithful practice rabbits for experimental weapons was no longer present. :'(

Gedune: Hostile.  
Being nothing more than pirates in fancy high tech ships. the Valkyrians were quick to class them as inferior beings, upon scanning their systems and blueprints from destroyed vessels, their use of ancient power such as nuclear reactors and weapons was of great surprise, to believe anyone would use such an unstable and dangerous element to base their systems on.

Citadel: Suspicious.
Little contact has been made with the Citadel, their strength and tech seems evenly matched with the Tri-Tachyon, which in turn is VERY appealing, They also don't seem to like the Valkyrians very much, which surprises them, how could anyone possibly dislike them? doesn't everyone approve of pure blooded individuals working together towards technological advancement?

Exigency Corporation: Suspicious.
This alien like faction is rarely encountered in large groups. their technology is years ahead of themselves, and their origin is unknown, no official attempts to contact them have been made, yet raiding fleets from them are regularly spotted skulking around Valkyrian borders, while easily disposed of, they don't really seem bothered by the colossal military strength that the Valkyrians posses, which worries them slightly.

Interstellar Imperium: Suspicious.
A newly discovered faction, their hate for the hegemony is well appreciated, meaning that the Valkyrians themselves can give some slack to their greatly thinned defence while these two factions blow each other to pieces, their technology is on par with the hegemony, thus no real interest was taken to them.

Knights Templar: Hostile.
The Knights Templars, much like the Valkyrians, are hostile to pretty much everybody, including themselves. if an alliance were to happen between the Valkyrians and the various factions around, it would be to defeat these guys.
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« Last Edit: August 21, 2014, 04:33:47 PM by ValkyriaL »
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Uomoz

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This topic is 10/10.

This post felt useless so I'll edit this in:

Voidwalkers

Lore
Spoiler
NO LORE!
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Core Relationships
Spoiler
ALL: Vengeful
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Modded Relationships
Spoiler
ALL: Vengeful
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« Last Edit: August 16, 2014, 11:12:16 AM by Uomoz »
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ValkyriaL

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Jezz. them Voidwalkers certainly are a charming lot aren't they? ::)
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FasterThanSleepyfish

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The Citadel Conglomerate
The Lore
Spoiler
The Citadel is a new mercenary conglomerate that operates from the Citadel system. They have only had a presence in the sector for brief period of time, but are already finding it to be a hostile environment. Because of their similar nature, Citadel High Command has allowed many independents refuge both on and around Citadel prime. Like most mercenaries, The Citadel offers its services to anyone with the right amount of credits, but if the contractee mistreats any independents, Citadel High Command will likely terminate their services when possible.
The overarching goal of the Citadel Conglomerate is to survive in one way or another. While this may or may not include the thousands of independents living in Citadel, the grand plan is to build a fleet of ships capable of inter/extragalactic travel. Nobody knows this except for upper echelon Citadel High Command officials. However, Tandem Corp has a black lab running in a distant system which is researching how to terraform planets. But these hidden installations have been fruitless as of yet.
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Vanilla Relationships:
Spoiler
Hegemony- Favorable: The Hegemony was the first non-civilian entity to contract Citadel's military services. Citadel High Command believes that the Hegemony is a more reliable client because of their need for crushing military authority. Because Hegemony is relatively neutral towards Independents and is a major customer, the Citadel Conglomerate maintains a diplomatic relationship and overlooks their oppressive governing methods.
Tri-Tachyon- Suspicious: The Tri-Tachyon corporation is a terrifying force in the eyes of the Citadel Conglomerate due to their overall technological control of the sector. The Citadel Conglomerate has no desire to follow of the large mega-corporation's path to total technological power. Citadel High Command has given Tri-Tachyon fleets refuge in Citadel docks, but has referred to the Old Earth phrase "Power corrupts, absolute power corrupts absolutely" when criticizing Tri-Tachyon's position.
Sindrian Diktat- Neutral: While the Sindrian Diktat is a regular customer of the Citadel Corporation, the Sindrian recruiting program is nothing more than the mass kidnapping of Independents. If given the choice, Citadel would cut off service to the Diktat, but over 1/6 of Citadel's resources come from Sindrian defense contracts.
Cult of Ludd/Church of Ludd- Inhosptible: The Church of Ludd has declared Citadel a failed example of Luddite life. The Citadel Conglomerate's roots were intellects and laborers living amongst the decaying infrastructures of Citadel prime who had to farm infertile land to survive. Despite the obvious hardship endured by pre-Citadel civilians, the Luddites called their lifestyle the acme of pre-spaceflight life. Currently, the Citadel Corporation considers Luddite factions to be backwards terrorists who have no regard for freedoms of those who choose a technologically assisted life.
Independents- Cooperative: The Citadel Conglomerate supports the independents of the sector because they dislike the way small independent colonies are forcefully integrated, neglected or destroyed by larger factions. Independent life bustles within the Citadel system, and is otfen the biggest source of business for the Citadel Conglomerate.
Pirates- Vengeful: The first contact in space by pre-Citadel forces was with a pirate marauder group. If it isn't obvious, the Citadel Conglomerate has not been on friendly terms with pirates since that moment.
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Modded Relationships:
Spoiler
Blackrock Interstellar Authority- Suspicous: While both the Citadel Corporation and Blackrock IA are companies formed after the Domain collapsed, relations between these two companies have been nothing but tension. Blackrock accuses Citadel of stealing engine technology, while Citadel accuses Blackrock of corporate sabotage. Blackrock also doesn't like how Citadel often supports the Hegemony through mercenary services.
Exigency Corperation- Hostile: The Exigency Corporation regards most other factions as inferior annoyances, and the Citadel Conglomerate is definitely a "most other" faction. Citadel has suffered repeated attacks from Exigency raiders, who have earned the moniker "Blue Meanies" from the crew who survive their assaults.
Ahriman Association- Hostile: The Arhiman Association are Exigency-flavoured pirates. Yuck.
Shadowyards Heavy Industries- Welcoming: Another Semi-independent faction who dislikes the autocratic rule of large factions, the SHI and Citadel Conglomerate are generally on good terms with each other. The only reason the two are not cooperative is because SHI has various internal sects who are troublemakers, to say the least. Citadel stress SHI needs to have stronger leadership in order to prevent incidents like the destruction of a school-shuttle full of children by a drunk SHI captain.
Interstellar Imperium- Neutral: The Citadel Corporation and the Interstellar Imperium have no quarrels with each other. Although, there have been Citadel craft destroyed by Imperium forces because they were contracted by the Hegemony.
Junk Pirates- Hostile: The Junk Pirates have earned some respect from the Citadel Corporation because they can make their own ships. However, a pirate is a pirate, where ever it may be, and they are destroyed on sight.
Neutrino Corporation- Neutral: Largely out of contact, these two corporations have not established official relations with one another.
Scy Nation- Suspicious: The Citatel corporation knows very little about the anonymous Scyans. While Citadel representatives have seen their ships in close vectors with independent fleets, there has been no diplomatic contact of any sort. However, a long range expedition fleet that used to carry a small load of pre-Collapse medical tech docked to the Corvus trading post proclaiming an unknown assault force pursed and pillaged their freighters. Their scrambled data feeds only displayed grey blobs with red-orange engines, but High Command could not make a finalized decision based on such inconclusive data. Rumors did spread, and now there is general suspicion among most of the Citadel Corporation.
Mayorate- Hostile: Merely selfish new-order fanatics, the Citadel Conglomerate is "appalled at the amount of hypocrisy" in the Mayorate's philosophy. The Conglomerate's published opinion on the Mayorate states helping the sector survive does not involve terrorism. The Citadel Conglomerate believes the Sector can only recover by combining resources and intellect to overcome the Domain's abandonment.
Nomads- Inhospitible: The Nomads are the prime example of independent life, but their disruptive presence has made them unwelcome in Citadel system. The Citadel Conglomerate finds they are little less than advantageous pirates with an interesting ark-ship.
P.A.C.K- Welcoming: While secretive and shy, the P.A.C.K. has earned the sympathy of the Citadel Conglomerate. When it was harassed by large factions and technologically inferior, the Citadel Conglomerate had a lot in common with P.A.C.K.'s current state.
Gedune- Hostile: Whatever kind of freaks these technologically advanced trans-humans are, they certainly have a grudge against any humans. The Citadel Conglomerate considers the Gedune to be wild animals, and all naval doctrine concerning the rules of warfare are forfeit while fighting them.
Valkyrians- Inhospitible: A massive conglomerate of technological companies and Matriarchal superiorists, the Citadel Conglomerate has stated its distaste for abusive power wielding by Valkyiran authorities. Citadel has also detested to the inequality within Valkyrian ranks, since such discrimination supposedly ended before the Mastery epoch.
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« Last Edit: October 22, 2014, 06:29:40 PM by Foxer360 »
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CrashToDesktop

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Just posting so I can watch this very, very interesting thread. :)

As a side note, kind of surprised that you're all already including the new factions like the Knights/Church of the Ludd.
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Cycerin

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Well this was a good excuse to think about stuff and consolidate things. Will prettyfy this post later.

Blackrock
Spoiler
Centered on their namesake - the barren, choking, terrestrial planet of Blackrock, the Blackrock Interstellar Authority governs several small systems centered on the Gneiss system. By using arms and technology supplied by Blackrock Drive Yards, they sustain their status as a relatively powerful, but small pseudo-federation in the Sector.

Largely isolationist, the Blackrock IA is the militarized, political, outward-interested half, and exists so the BRDY corporation itself can pursue its goal of leaving the Sector by engineering a new type of dimensional technology - in effect, succeeding the Domain jump gate system, and reconnecting with Humanity at large. To aid them in this goal, the disaster-filled history of Gneiss has left them sitting on a hoard of jealously guarded exotic technology, and a whole ecosystem of space-borne, non-organic, hostile life to keep in check. The main exports of Gneiss are arms tech, orbital solutions, spaceships and medical supplies, unscrupulously handed to whoever can afford it, provided it does not threaten the corporation's interests.

Quality of life in Blackrock-controlled space can't be said to be much higher than in the rest of the Sector, but there are some professions you won't see anywhere else. Internal stability and societal mobility is quite high, and medical technology is advanced compared to most other places in the Sector. Officially, the Blackrock Drive Yards corporation is apolitical and works to emancipate the Sector, and the Interstellar Authority works to keep Gneiss safe from the unpredictable stragglers left over from the Domain. In reality, though, Blackrock's elites only have one agenda, and that is to leave the spent husk of the Sector behind. Knowing just how much is out there, left to discover, and with a tiny minority of nonhuman citizens reminding them of this fact, they are desperate to escape.

Blackrock-related minor factions:
Solace State, Lodestone Dimensional Technologies

Relationships with other factions (core):
Spoiler
Hegemony: Hostile
The Hegemony carries out a cold war with Blackrock, who they view as a major destabilizing element. Each faction has been pushing and pulling at suspectible elements in the Sector in order to weaken or influence the other part. Blackrock knows the Hegemony could wipe them out if they truly risked losing their absolute power over the Sector in the process, and The Hegemony knows they cannot risk an all-out offensive against Gneiss. Locked in an uncomfortable stalemate, Blackrock will weaken the Hegemony however it can, in order to buy breathing room.

Tri-Tachyon: Hostile
The Tri-Tachyons are always breathing down the neck of Blackrock Drive Yards, having attempted to infiltrate the corporation since the day it transformed from a drive system manufacturer on a backwater world into the most powerful arms manufacturer in the Sector. Blackrock IA's end goal is to decisively crush the Tri-Tachyon Corporation and supplant them as the guardians of Domain high technology. Tri-Tachyon execs would like nothing more than to crush Blackrock and seize their assets. Since neither scenario is likely to happen, a skirmish war is the end result... for now.

Sindrian Diktat: Suspicious
Unlike many minor military governments, the Diktat rarely trades with Blackrock Drive Yards, because their Hegemony-loyal past and connections makes them wary of incurring sanctions.

Independent worlds: neutral
Blackrock exports make them a household name among many independent worlds. Fear of being annexed by the IA, or of Hegemony sanctions, causes some systems to entirely shy away from involving themselves.

Pirates: Hostile
Blackrock will fuel anarchy if it benefits the corporation, but they also value internal order too much to let crime go unpunished.

Church/Knights of Ludd: Hostile
To Blackrock, the Luddites are diametrically opposed in ideology and outlook. Since they cannot be ignored, they must be destroyed, and the ultimate fate of the Sector is of little concern to Blackrock.
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Relationships with other modded factions: Will edit in later
Spoiler

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[close]
« Last Edit: August 16, 2014, 07:18:50 PM by Cycerin »
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MesoTroniK

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The Exigency Corporation



Lore
Spoiler
Somewhere in the distant extremes of our galaxy lies the Exigency Corporation's headquarters. Long forgotten in the vast depths of space, the Exigency Corporation bided its time, waiting for an opportunity to enter the Sector. Tasserus gave them that opportunity, and their arrival is not a peaceful one. The Exigency Corporation uses a policy of draconian displays of power in order to carve out a foothold in the Sector and establish their presence and authority. Their advance is methodical and brutal, sparing few and ignoring none. The Tri-Tachyon Corporation, in particular, occasionally cooperates with Exigency forces, despite their tenuous relationship. Some speculate as to why the two powers tolerate each other, including the belief that the founders of both factions were associates before the Collapse, but there is no official confirmation of this. Whatever the case may be, the Exigency Corporation remains a dangerous and powerful presence within the Sector.
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Core Relationships
Spoiler
Hegemony: Hostile.  Like most factions in the Sector, the Exigency Corporation treats the Hegemony as yet another lesser star nation to be dealt with through military means. Clashes between them are commonplace, but are far from white noise in the grand scheme of things; the Hegemony has the largest economy in the Sector to support their equally large military.

Tri-Tachyon Corporation: Neutral.  One of the few factions of the Sector that the Exigency Corporation tolerates. Why, nobody knows, but rumors of the two factions having some kind of long-standing relationship seems appropriate to their occasional sinister co-conspiring.

Independents: Favorable.  While the Exigency Corporation’s plans for the Sector remain obscure, it is well known that they make technology purchases from non-aligned traders and civilians. Strategic analysts do not know if their goals include the research of foreign technology. It might be a gesture akin to how one buys trinkets from a closing gift shop.

Pirates: Hostile. Pirates are but annoying mosquitos to the Exigency Corporation, and are immediately dispatched with ease.

Knights of Ludd / Church of Galactic Redemption / Luddic Path: Hostile.  The Exigency Corporation has no interest in tolerating those that stand in the way of technological advancement. If only Repulsors could repel Luddites from afar.
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Modded Relationships
Spoiler
Coming soon™
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--

The Ahriman Association



Lore
Spoiler
Several cycles ago, in a gesture of rebellion, a group of rogue Exigency Corporation employees fled their employer, taking valuable technologies and secrets with them. After arriving in the Sector, they formed the Ahriman Association and used their technological prowess to run a series of successful pirate operations. As it stands, the Ahriman Association is a new and sophisticated pirate faction, presenting a credible threat to the Sector's establishment by rallying common rabble underneath their banner and outfitting them with competitive combat hardware. Their ships employ hybrid designs, sharing traits of both Exigency Corporation and Mastery epoch technologies, presenting an extreme degree of danger to any fleet they come across. Their primary base of operations is a station situated in hyperspace, where privateers can purchase their hybrid vessels and the occasional stolen Exigency Corporation ship or weapon module. Ahriman Association fleets present an extremely dangerous environment due to collateral damage; the Exigency Corporation does not tolerate foreign use of their technology, and will actively hunt down and destroy any who are involved in these illegal acts.
[close]

Core Relationships
Spoiler
Hegemony: Hostile.  The Ahriman Association is a (relatively) technologically sophisticated pirate faction who commonly raids Hegemony assets for components to construct their hybrid designs.

Tri-Tachyon Corporation: Hostile.  The Tri-Tachyon Corporation views the Ahriman Association as a more substantial threat than common pirates, perhaps because they are aware of the true origins of the Exigency Corporation...

Independents: Hostile. The Ahriman Association does not consider itself above picking on civilians.

Pirates: Favorable. The Ahriman Association considers pirates as brethren. They will often recruit members and fight alongside these “compatriots” when it suits them.

Knights of Ludd / Church of Galactic Redemption / Luddic Path: Hostile.  The Ahriman Association views the worshippers of Ludd merely as additional prey.
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Modded Relationships
Spoiler
Coming soon™
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« Last Edit: August 20, 2014, 08:37:48 PM by MesoTroniK »
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Erick Doe

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Batavia Shipyards


History:
Spoiler

Batavia Shipyards
"Each part of the Batavian coat of arms represents one of seven Houses." -Unnamed Post Collapse Scholar on the History of Batavia Shipyards

Brief History
The Batavia Shipyards (often referred to as just "Batavians" in the common tongue) are an independent organisation, similar to the Hansaetic League of the ancient Domain. Their focus lies in the acquisition of wealth through trade and the production of resources otherwise unavailable. The Batavia Shipyards originated as a diplomatic and mercantile pact between several merchant groups, each with their own little fleet of vessels, a wealth in credits and access to one or more privately owned docks or bases. By cycle 73 they were known as the "Consortium of Seven United Houses" (or CoSUH). From there on the organisation grew and cooperation between the separate mercantile entities became ever closer - until they fully merged in cycle 155 - and turned their privately owned docks into massive space stations. These imposing feats of engineering are known in our current cycle as "Shipyards".

Extended History
The Houseraad
The cycle is 72 post Collapse. Several small merchant factions vying for control of trade along the spacelanes in the Corvus and the Askonia systems meet to discuss embargoes and treaties at the Houseraad; a great meeting held once per new cycle. Each of these small factions shared a common ancestry, reaching far back to the days of the ancient Domain. They are House Brant, House Friel, House Grel, House Hol, House Lim, House Uter and House Zel - each in control of their own resources; including wealth, bases and ships. While normally at each other's troats in ruthless competition, this Houseraad was different. Petty politics and scheming had been put aside to discuss a common threat - possibly even a common cause.
With the scarcity of resources, piracy had become worse, and trade suffered. The houses sought to unite under a single banner to improve their chances of survival, while still maintaining a large deal of independence. Thus, with the coming of cycle 73 the Consortium of Seven United Houses was formed during the Houseraad of that cycle. Efforts were made to pool their resources and wealth to construct massive spacestations known as Shipyards - great hubs of trade and construction, where CoSUH merchants could safely ply their mercantile dreams. Where the united houses could dominate and outcompete other mercantile factions. Where they could construct new vessels serving their specific needs, and to improve and expand their merchant fleets.

Spoiler

Consortium of Seven United Houses
"Throughout history, especially since the Collapse, the names and knowledge of ancestral heritage had been bastardised and turned ever more obscure. These peoples used what knowledge they had of their history and ancestry to difine themselves, giving shape to their respective houses." -Unnamed Post Collapse Scholar on the History of Batavia Shipyards


House Brant
A great family that had arrived in Corvus over 200 cycles ago. House Brant formed after these settlers had founded the Brant Group, a small outfit geared to moving essential wares throughout the system. Slowly, their unarmed freighters turned into armed cargo vessels. As their wealth grew, so did their ordnance and the number of military grade escort ships that graced their convoys. House Brant was one of the houses that drafted the CoSUH plans for the 73th Houseraad. Which eventually gave shape to the Batavia Shipyards.


House Friel
Born from the ashes of the Friel-task Traders (Or FTT), House Friel became one of the more influential merchant groups in the Askonia system. Their ancestors arrived in Corvus 37 cycles before the Collapse. Then moved on to settle the Askonia system. The Friel-task Traders did well before the Houseraad of the 71st cycle. However, during that cycle things changed for the worse. The Friel were targetted by pirate elements that raided their convoys and sacked their facilities. They pleaded for help at the 73th Houseraad. Their desperate situation at the hands of the pirates served as a warning to the other houses and indirectly gave shape to the forming of the CoSUH.


House Grel
Powerful, wealthy and extremely greedy. The Grel did not do business easily. They shunned most outsiders, which is odd for a group that focusses mainly on trade. The Grel, however, only traded with exclusive clientele. Deals were rare, but also extremely profitable. Most Grel deals went through the other houses of the CoSUH. After they were absorbed into Batavia Shipyards, the Grel focussed on designing only the most expensive and delicate products. Their initial wealth contributed greatly to the rise of the Batavians. It is said that they made up at least 50% of the CoSUH's networth. Less well known are their origins. The Grel seemingly started out as innersystem pawnbrokers in the Corvus system, descendants of a once noble family.


House Hol
Records on the Hol are scarce. They made a name for themselves shortly after the Collapse as mercenaries and bounty hunters. What really made them stand out was their strict doctrine. While aimed at the acquisition of wealth, it forbode them from taking on unethical assignments. Soon the Hollist Space Militia (HSM) became known as knights in shining armour. Unusual, since records show us that they have a common ancestry with many of the more mercantile and ruthless houses that eventually made up the CoSUH and the Batavia Shipyards. The HSM were one of the foremost supporters of the CoSUH, demanding that the other houses would stand with House Friel. Even in our current cycle the descendents of the Hollists still make up the bulk of the Batavian spacemarines and military forces.


House Lim
The colonists that would later make up House Lim arrived shortly after the Brant family, mere years before the Collapse. They settled in the same system as the Brants did, but soon found that they could not compete with the Brant Group's merchant fleets. Outcompeted, instead they decided to settle in the Askonia system and founded Lightspeed Lim Inc. (LLI). The LLI was often at odds with the Friel-task Traders, but also found itself signing many treaties with them. Many deals were made between the two groups, for better or for worse. However, the Lim alone could not stop the pirate elements from ravaging the Friel assets. When the Houseraad of cycle 73 came about, the Lim proposed unity and cooperation between the houses. Perhaps out of compassion for the Friel. But more likely out of self interest, not wanting to share a fate similar to that of House Friel's.


House Uter
There is but one word to describe House Uter's history: Shipwrights. House Uter was given shape by the Uter shipbuilding family that settled in Corvus. While working with scarce few blueprints, the Uters managed to deal almost exclusively with the pre-CoSUH merchant houses. When the 73rd Houseraad arrived, House Uter saw its chance to really cash-in on shipbuilding within this union. As such they were eager to support the plans for a union between the seven mercantile houses.


House Zel
The Zel family arrived in the sector simultaneously with the Hol. The two share a common lineage. The Zel founded Zellic Enterprises during the early days before the Collapse. Zellic Enterprises endured up until the forming of the CoSUH. Not much else is known about this group. It is said that they mainly dealt in contrabant and served as a middleman in the loot acquired from the Hollist Space Militia's raids. House Zel remained under the radar and was also the poorest house in the CoSUH, following the ruined Friel, hardly making up 3% of the CoSUH's networth. This almost caused them to be expelled from the union by the Grel. Lacking business savvy, most trade went directly to the Grel; who made a greater profit on looted, salvaged and contrabant ware than House Zel could ever hope to acquire. This was the sole reason for the Grel to withdraw their initial call for Zel exclusion.

-----
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The Shipyards
By cycle 154 the first Shipyard in the Corvus system was completed. It was then decided in the Houseraad of 155 to fully merge all aspects of their respective houses under a new name: Batavia Shipyards.
With their new superstation complete, production grew exponentially and so did their fleets. Not only armed freighters cleared the docks, but so did ever larger military ships, including huge battleships and carriers. Batavia Shipyards quickly became a mercantile juggernaught with a navy strong enough to back its more monetary ambitions.
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(to be updated)
« Last Edit: September 29, 2014, 04:20:23 AM by Erick Doe »
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