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KenseiKitsune
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PostSubject: Factions   Tue Sep 25, 2007 10:35 pm

Factions are the movers and shakers in the Gemini system. There is no government, per se. Factions make their own laws and rules and abide by them. While things have, over time settled into an uneasy peace between the factions, skirmishes and small scale "faction wars" do flare up constantly.


Synopsis – Brief Summary of Each Faction

Standard Factions
* Brotherhood of Archaes - Historians and Archaeologists
* Church of Deus - Worshipers of the Great Machine Deus
* Church of the Divine Spark - Genetic Engineers with faith
* The Department - Police force for hire
* Dragons - Consummate philosophers and martial artists
* Explorators - Explorers obsessed with discovery
* Fraxis - Smallest corporation; specialty - Genetics
Keepers - Mutant Activists and Pacifists
* Magisters - New-age mage guild
* Neo Zionists - Order of Psionic mutants
Night Lords - Street Gang and Mercenaries
* Nivek - Second largest corporation; specialty - robots
* Order of Equity - Believers in balance and justice
* Shadow Net - Criminals who rely on magic
Sons of Gorgon - Mutant supremacists and revolutionaries
* Syndicate - Organized crime families
* Technocrats - Followers of technology
* Walkers - Worshipers of magic and magical energy
* Wolves - Brutal street thugs, believe in survival of the fittest
* Zaibatsu - Largest corporation; specialty - Cybernetics

Unique/Extra-Dimensional Factions
* Federation of United Planets - See Star Trek
* Starfleet - See Star Trek

Pirates
* Gear Tooth - Heretical castoffs from the Church of Deus
* Skull Shard - Mercenary Pirates, known for their sense of fair play
* Luna Parvulus - Largely Academic pirate clan
* Blood Horn - Brutal Necromancer/Pirates lead by the infamous Kaiden
* The Children of Theia - Psionic descendants of a lost Dominion fleet

Sub-Factions
* Department Blood Horn Taskforce

Other Factions
* Anti-Sol Creed - Fanatical Deniers of Human History
* Dominion Reformation - Seek to restore the glory of the Human Dominion
* The Murinak Tribe - A modern tribe that seeks to hold onto its roots

* Indicates that a full (or passable) description of the faction follows below.
---

Feel free to make other factions, if you have need to, but please realize that they will be compartively minor powers in the system.

I'll post the info on the factions momentarily.

Edit: Keeping it to 3 factions to a post to avoid hitting max post size.

Edit II: Going to add factions to the synopsis list as they are added.

Edit IX: Added more factions, faction categories, and an easy referance for what factions have descriptions and which don't.

Edit X: Jarod placed the Children of Theia Faction up. Summary added.

Edit XIII: Summaries updated

Edit XIV: Information on Fraxis, Magisters and the Syndicate added. Wow, my original list of Factions is almost all fleshed-out. Never thought I'd see it happen. :p


Last edited by KenseiKitsune on Wed Jul 02, 2008 5:00 pm; edited 17 times in total (Reason for editing : Additional Faction information added)
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PostSubject: Re: Factions   Tue Sep 25, 2007 10:38 pm

Brotherhood of Archaes
“How can we move into our future, without knowing our past?”

The Brotherhood of Archaes is a society dedicated to uncovering the past, truth, and new technology. Unlike the Explorators, whom are interested with discovery in and of itself, Brothers (or Sisters) are interested in restoring mankind to his former glory by uncovering the secrets of the past.


Appearance: No two Brothers look the same, most wear a number of small trophies from their past explorations, but nothing, aside from that, actually gives away that one is a member of the Brotherhood.

Territory: The Brotherhood maintains its headquarters, a small space station, near the inactive warp gate at the edge of the solar system. Once every year they try to activate the warp gate, with no luck. They maintain outposts, however small, on most worlds.

Organization: The Brotherhood has a loose hierarchy based on who discovers how much in a year. Rankings change accordingly each year, but only a few of the higher ups ever pay attention to the numbers.

Skills/Abilities: All members of the brotherhood are skilled archeologists.

Thoughts on:
Clones: See clones as an excellent source of manual labor.

Mutants: Most are indifferent to mutants.

Psions: Psions with ESP are well regarded, indifferent to others.

Magic: As with, Psions, Mystics who can divine information are well regarded, most are not liked, however, because the Brotherhood often competes with them over lore.

---

Church of Deus

“Praise be to the Great Machine, for he watches and cares for us.”

The Church of Deus is a religious organization that worships the great machine Deus, an orbital platform at least the size of a planet. Deists follow the teachings and will of Deus itself, as Deus is gifted with sentience. They maintain, repair, and restore the great machine as necessary, in addition they often work on building probes and machines that service Deus.

Appearence: Deists are most often seen wearing simple but sturdy Engineering uniforms. However, when not working on machinery, Deists wear long grey, silver, or white robes, emblazoned with a cog (The principle iconography of the Church). The color of the robe is based on rank, only the highest ranks wear white, mid rank is silver, grey is lowest rank. Also, most (if not all Deists) are heavily augmentmented with cybernetics. These are never natural looking prostjetics, either.

Territory: Deus is the headquarters of the Church of Deus, but small groups work elsewhere furthering the goals of their belief. Off of Deus, the highest concentration of Deists are on the orbital platforms of New Eden (They help maintain these massive structures).

Organization: Deus has a highly structured and rigid heirarchal structre. However, rank (aside from colors of robes) is never readily apparant to outsiders. Deists all have an internal sensing implant that detects rank of nearby members.

Skill/Abilities: Most members of the Church of Deus are highly skilled Mechanics, Engineers or Programmers, however admittance in the church requies only a devotion to Deus. Any deficiancies in the body are quickly repaired with the use of Cybernetics. Any exceptional abilities are far more likely the product of Bionic or Cybernetic augmentation, than anything else.

Thoughts on:
Clones: Really have no particular interest in clones. Much more interested in the reproduction of humans through the use of android and cybernetic technology. Clones are allowed admittance into the church, but are heavily monitored.

Mutants: No opinion, one way or the other.

Psions: Self admitted psions are monitored, but they are not interfered with. A sub sect of Deists called Machinists has Psionic abilities related to machinery and computers. They are considered the elite of the church of Deus.

Magic: Magic is not forbidden members of the Church, but there is little interest in it, with the exception of Technomancy and Artificy.

---

Church of the Divine Spark

“Salvation is contained within, Brother, not without.”

No other faction is considered quite as eccentric as the Church of the divine spark. All members of this church are taught at a very young age, the vagaries of genetics. Day in and day out, they strive to bring mankind into a new golden age, by altering the genetic structures of themselves, and of their clone test subjects. Infact, over half of the members of this church are clones.
Every member of this faction has his or her own belief as to what the true nature of human existence is meant to be, and by manipulating their own genetic codes and forcing “evolution” down their own path, they seek to prove their genetic model above all others. As such, members seldom look entirely human, and may look completely alien. As their genetic tampering may cause disabilities, most are fond of using cybernetics as well.
Diviners are led by an almost legendary being known as the Master. The Master is something akin to a great genetic soup. Once it may have been human, but in the great Diviner Monastery on the planet of New Eden, it sits in a vat as a mindless blob of flesh. Despite its apparent non-sentience, Diviners still revere it as the founder and leader of their order.
Because of it’s rather unique outlook on life, most members of this church are regarded with some level of fear by most “normal” people of society, and legends of forced evolution and mutation on unwilling subjects abound. However, for the most part, this faction is interested only in their own personal enlightenment and improvement. There are a few bad eggs, of course, and these tend to sway a great number of opinions regarding the sect. It was a Diviner who created the zombification virus, in an attempt to create a means for immortality. Although he was quickly expelled from the order and publicly chastised by its members, most saw him as an average member of the faction.
Today, Diviners continue their search for the perfect genome pattern. They develop the cures for many afflictions, which is their main source of income. The Fraxis Corporation has made many attempts to “buy out” the church, especially in recent years, but they are rebuffed every time.

Appearance: Diviners often wear simple brown or red robes with a band around their arm that denotes rank, branch and position within their order. Only Priests (those whom teach and spread the word of the genetic golden age) are allowed to wear red. Aside from mode of dress, most vary wildly in appearance, few if any, retain an entirely human appearance. All Diviners shave their heads and are bar-coded on their upper back.

Territory: The largest (and most ornate, as well) number Cathedrals and Monasteries of the Church of the Divine Spark exist on the world of New Eden, where their order was founded. Other worlds are a little more hostile to their doctrines, especially worlds like Damoroth where anti-mutant sentiments are most fierce. In addition, due to their rivalry with the Church of Deus, no churches or monasteries are found on Deus, though, there are individual members who practice their religion there.

Organization: The Church has a very tight organization, with advancement based on how well one serves the church, their advances along their own personal evolution, and seniority. In addition all members of the church must undergo a time where they travel and see the world, a Journey. This happens soon after their first few genetic manipulations. The purpose is to gather experience and perspective, and thus be all the more effective for it. This period of travel typically last from half a year to well over a year, but there is no stigma on taking longer. Anyone who has yet to undertake this journey is considered a neonate in rank.

Skills/Abilities: Most Diviners are Genetic Engineers. Those who do not have the intellect or knowledge to be engineers are not turned away, however, and often serve the church in whatever capacity they can. They are also allowed, as nominal church members, to partake in evolution, by submitting as test subjects to their brethren. The mutational quality of the order sees to it that the Diviners have a wide range of inhuman abilities and often possess freakish powers. All Diviners are taught a form of “soft” martial arts that involves flips and throws, in order to defend themselves.

Thoughts on:
Clones: Clones maintain entire branches of the Church. In many ways, clones are used as fresh starts, from a genetic point or view.

Mutants: Mutants are regarded, not only as equals by the Diviners, but also as interesting subject matter. Many Diviners were naturally born mutants before ever joining the order.

Psions: Psions are seen much as mutants are by the order. However, psionic powers are far harder to engender through genetic manipulation, so they are most heavily sought after as converts.

Magic: Diviners have almost no opinion about magic. They neither revere, nor revile magic. Some of the order practice magic, (especially Biomancy) but these are the minority. Magic is often considered secondary to science.


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PostSubject: Re: Factions   Tue Sep 25, 2007 10:39 pm

The Department

“We got a request for backup, one of our clients has a delinquent account.”

The Department began nearly 1200 years ago, as an extension of the Zaibatsu security forces, but eventually branched off and became an autonomous paramilitary police and mercenary organization. They uphold a set of laws (of their own design), that are somewhat vague, but help to keep the system in relative balance.

In addition, the Department actively hires out personnel and equipment to other factions or individuals who pay well for their services. The top clients for the Department are the Corporations, who use them to bolster standing security. Every branch has a corporate liason, because of this.

The Department is highly structured, and sectioned into dozens of smaller divisions that have different specialties or territories.

Appearence: Department Officers wear read and black leather uniforms. These uniforms are vaccuum capable, with the addition of a simple helmet, making them excellent flight suits. For those engagin in ground Patrol, the Department provides medium to heavy full body armor (also red) with a simple smooth black (see through) plassteel helmet. Department Officers are usually fit and well groomed.

Territory: The Department makes its home base out of New Eden, but can be found all over the Gemini system engaging in patrols and general peacekeeping activities.

Organization: The Department is highly organised, and heavily influenced by pre-Fall military structure. Lowest ranked are Cadets, who are expected to preform grunt work while they finish their basic training, followed by Privates all the way up to Captain. Special designations above Captain, are determined by the division.

Skills/Abilities: Department Officers are rigorously trained in the use of modern weapons and the use of vehicles and body armor. Many also possess keen analytical and investigatory skills. Those who serve off-planet are often adept pilots.

Thoughts on:
Clones: Although the Department is not fond of clones, they use clones to shore up their ranks. Clones are filed as CDDS (Clone Division Department Services). Usually, they get the worst or most dangerous jobs.

Mutants: Mutants naturally disrupt the relatively homogenous rank and file of the Department. Mutants with simple or benign mutations are filed as mainline troops and treated relatively the same. Those with freakish or extraordinary mutations are filed as DSO (Department Special Operations). DSO Officers are given jobs suited to their uniqie abilities, but are not well regarded internally.

Psions: Psions who are actively known to be Psions undergo special training, and must wear a badge with the word "Psi" Emblazoned on it. Due to their utility, they are not seperated into different divisions, but often serves with non-Psions. They are not, however, well thought of.

Magic: Magic is looked down upon by the Department. Any standing Officer caught practicing it is immediately discharged.

---

Dragons

“The power of the fist is far outweighed by the power of words.”

Dragons are an order dedicated to philosophy and the training of the body and mind. The order is an ancient one, existing for time out of mind, for millenia even before the fall occured. Their knowledge of physical training and the potential power of the human body when properly handled is unparralled.

Appearence: Dragons wear simple clothes, typically robes or training clothes. Hair is usually worn long, and amongst more traditionalist members in a long braid.

Territory: Dragons hold Monasteries on many of the worlds of the Gemini system. Their core tenets of self improvement through training and thought bring many into the fold, and their acceptance of all ways of life earn them many allies.

Organization: Dragons place little emphasis on formality. There are only four ranks in the order. Initiates, students, masters, and head-masters. Most members are students.

Skills/Abilities: Dragons study many disaparate forms of martial arts. And seek to enlighten the mind as they stregthen the body. In addition, advance students are taught a technique called, "The Breath." The Breath is a series of excercises that allows a Dragon to focus his internal energies and put them to use as a tool or as a weapon. Using the Breath, a dragon can empower his punches or kicks, make his skin strong as steel (temporarily) and perfrom feats of agility that boggle the mind. For all intents and purposes, this is a mystical ability, and can be supressed by anything that supresses magic.

Thoughts on:
Clones: Clones are a moral and philosophical quandry for the Dragons. They feature prominantly in many debates amongst the order.

Mutants: Though mutants are accepted as equals, the reasoning behind the mutations themselves are seen as questionable.

Psions: Psions are seen much in the same light as mutants. However, members of the order who are Psions train even harder than normal members, and incorporate their psionic abilities with their physical abilities.

Magic: Debate about magic rages in the order. Many embrace it and see it as a resurgence of spiritual thinking. Just as many caution against it, as it is unpredictable and danerous. those whom are against the study of magic often overlook the mystical component of the Breath, claiming it is more internal and natural than magic.

---

Explorators

“Why do I explore? Why do you breathe?”

Explorators are a group of scientists, archaeologists, and xenobiologists. Their one goal is to uncover as much information about the past as possible. They work with other faction's at times, mostly to uncover things they couldn't find otherwise. Explorators are a disparate group. Each member is an individual and there are no actual "rules" aside from fair play with fellow members (no stealing another's info and claiming you discovered it for example).

Explorators are a neutral faction in nearly all things, as most members are simply unconcerned with temporal matters. The Explorators see the Brotherhood of Archaes as rivals, as both groups are interested in the acquisition of knoweldge, though both see knowedge in different lights. The Explorators see knowledge as something to be shared and sought after as a matter of fact, The Brotherhood see knowledge as power and are less apt to share it. (It should be noted that the Explorators are very loose on rules, while the Brotherhood is very very strict). The rivalry between the groups often takes a friendly role as both may share work sites, but the rivalry can be quite bitter, sometimes violent when the Brotherhood refuses to share...

Every year the explorators hold something of a conference, a place to share information, hold lectures and the like. The Brotherhood of Archaes are often invitied to such events.

Appearence: Explorators, much like their rivals the Borthers of Archaes have no formal dress code. Most wear simple clothes, suitable for their profession.

Territory: Explorators have no official HQ, but rather have chapter houses set on each planet, and many space stations.

Organizastion: Ranking in the Explorators is a simple matter of acomplishment and word of mouth. The more information a member brings in, the higher ranked they will become, though most "official" ranks are considered unimportant by the majority (most members are considered relatively equal). Official ranks are denoted by bars (going from Blue, Green to Yellow, going from one to three bars on each color ranking). Explorators do not keep an archive of active members, and membership is easy to gain (consisteing merely of a letter and a sponsor who will vouch to your good and/or inquisitive nature).

Skills/Abilities: There is no formal listing of abilities or skills that Explorators may possess, though most have a background in information gathering.

Thoughts on:
Clones: Indifferent

Mutants: Indifferent

Psions: Indifferent

Magic: Most are indifferent, but some study divination magic.


Last edited by KenseiKitsune on Tue May 12, 2009 7:17 pm; edited 6 times in total
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PostSubject: Re: Factions   Tue Sep 25, 2007 10:41 pm

Fraxis

“Fraxis – Building a better you for tomorrow, today!”

Fraxis is Zaibatsu's chief competitor and a specialist in Genetic Engineering (though nowhere near the scale of the Diviners). Fraxis actually split off of Zaibatsu, when a group of scientists felt constrained by the limited budget that Zaibatsu placed in its Genetics department, this was some 900 years ago. Since the break, Fraxis has become the most successful purveyor of genetic 'enhancement' supplements and elective genetic restructuring.

Unlike the Diviners who embrace Genetics as a means to unlock human potential, Fraxis is in it mostly for the profits. Customer service is considered by most to be lacking, and a customer who gets burned on a purchase is not likely to see their money back.

Unlike most corporations, Fraxis is run by its Senior Research staff. Profits are important, but take a back seat to lavish research budgets. Employees are generally well-treated, but sometimes have a habit of becoming 'accidental' experiments.

Appearence: Fraxis employees are suprisingly homgenous in appearence. This is partially because Fraxis makes heavy use of clones in its service jobs. Standard business suits, or lab coats are most common attire.

Territory: Fraxis has holdings throughout the Gemini system, with its base a massive R&D facility orbiting New Eden.

Organization: Unlike many corporations, engineers and scientists hold the top rungs in Fraxis. Ranking is loosely based on merit heavily influenced by level of learning.

Skills/Abilities: Most Fraxis Employees have at least some familiarity with biology and genetics.

Thoughts On:
Clones: Fraxis doesn't just sell clones, they sell -to- clones, since they seed the populace with clones pre-dispositioned to buy Fraxis goods.

Mutants: Fraxis loves mutants. Mutants are most likely to buy their products, and least likely to care if a product causes an unintended change in appearence. They still don't hire them out of security though.

Psions: Having tried to engender Psionics with engineering for centuries and failing at it, Fraxis offers substantial payments to Psions who willingly undergo study and experimentation. (They are also not above kidnapping unwilling subjects)

Magic: Fraxis sees Magic as a nuisance, but has no particularly strong opinions about it.

---

Keepers

“Sure I’ve got six arms, and regenerate as fast as I take damage, but the differences are only skin deep, right?”

---

Magisters

“Magic is a gift meant to improve our lives. We must study it to learn how.”

The Magisters are the ruling faction on Damoroth and seek to promote both magic use and learning to all. Their order is descended from an academy of sciences that existed on Damoroth before the Fall. The first to notice the new form of ambient energy that suffused the world, eventually formed the Magister order.

Unlike their allies, Magisters are not inherently anti-technological. Indeed, most Magisters embrace scientific knowledge even as they scribe through moldering tomes of arcane power. This creates a faction that is capable and willing to hold against many more 'advanced' factions that would try to encroach on their planet.

Magisters are the ardent foes of the Technocracy and both will seek to extinguish the other if given the chance. Unfortunately for the Technocracy, the Magisters are generally more skilled than any other mages (outside of the possible exception of the Walkers). Magisters do not discriminate between forms of magic, and even 'dark' magics are openly accepted within their college-cities. This is not to say they are naive, on the contrary they are more aware of the dangers of misused magic than anyone else, which is precisely why black magic is embraced. It leads to fewer dissidents and cast offs, who would cause much more damage if driven away.

Appearence: Magisters are even more eclectic in appearence than Walkers, and can be seen wearing any number of outlandish garb, but robes are the most common thing one would see them in. All Magisters who are officially part of the order carry a ceremonial staff made of silver.

Territory: Magisters dwell chiefly on Damoroth, where they rule relatively unopposed. They share their land openly with the Walkers. Magisters also utilise a number of orbital stations above Damoroth.

Organization: Magisters live in an academic society, where rank is based on research, skill in magic and teaching. The lowest members of the Magisters are the initiaties, who become apprentices when accepted into a college or private tutelage. Masters are the highest rank, and makeup a council that decides on the affairs of the order as a whole.

Skills/Abilities: All Magisters will know some form of magic, and most will have mastered at least one, if not two.

Thoughts on:
Clones: Clones are regarded as nothings.

Mutants: Magisters are fairly indifferent to Mutants.

Psions: Many Magisters look down on Psions for no other reason than magic must usually be learned, while Psionics are inherent.

Magic: The Magister order is founded on the idea that magic should be used, spread and learned about.


Last edited by KenseiKitsune on Thu May 29, 2008 5:49 pm; edited 3 times in total (Reason for editing : Faction Info Added)
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PostSubject: Re: Factions   Tue Sep 25, 2007 10:43 pm

Neo Zionists

“Magic, Machines? Bah, all are subservient to the mind.”

Please Note: This group is not related to modern Zionism in any real way.

After the gates connecting the Gemini system to Earth failed to work a great many citizens felt an intense desire to return there. This combined with budding psionic potential in the now sealed off system resulted in many who blossomed into power because of their desire to return home.

Neo Zionists are devoted both to the development of the mind, and a return to mother Earth. Though, the Earth's sun is no longer visible in this world's cvastly altered strscape, these direhard Psions use their inherent mental gifts to search.

When not advocating a return to Earth, Neo Zionists teach to any who will listen about the superiority of the mind. That magic and technology are lies, that while useful, should come second to Psionic power.

Appearence: Most wear simple practical clothing, with a white sash to denote their membership.

Territory: Most Zionists live and gather on the continent sized plates that orbit above New Eden. They do have strongholds elsewhere, but mostly stay to New Eden.

Organization: Neo Zionists are not heavily organised, nor orderly as a whole. Rank in the group is generally a matter of raw psionic power. There is no single leader, but instead a council made up of some 100 members who gather every now and then to commune of affairs that affect all members.

Skills/Abilities: All members of the organization are Psions od some level of power. Citizens who have not developed any sort of psionic or mental ability are seen as inferior. Typical psionic abilities incude telekinesis, telepathy and precognisance (the ability to sense possible outcomes in the future). (However, I encourage anyone playing the group to be creative with their mental powers)

Thoughts on:
Clones: Most members aren't fond of clones, and prefer to not deal with them.

Mutants: There are mutants amongst the group, and Psions themselves are technically a type of mutation, however physical mutations are generally looked down upon.

Psions: Psions are seen as the next step in human evolution and a superior type of people.

Magic: Greatly dislike magic as a distraction and also believe it was the cause of the wholesale destruction of the universe (partially true).

---

Night Lords

“What’s that? You’re lost and in this neighborhood? Shame… We’ll protect ya, but it’ll cost you a pint.”

---

Nivek

“Nivek Incorporated - Remember, if they’re not human, its not slavery.”

Nivek is the youngest of the three corporations, and arguably the most ethical. They ply their trade primarily dealing in robotics, but also sell any number of electronics, ships, toys, and even cybernetics. Nivek is only a mere 600 years old, but they have established themeselves throughout the system as purveyors of quality goods.

Nivek, as a company, ofcourse is mostly interested in their bottom line and seeks to increase/improve profits, but not at the expense of their customers, which sets them apart from the other two corporations.

Employee benefits are actually fairly good, and they maintain a loyal (and weel paid) workforce. They are run in a fashion to similar to the ancient corporations of Earth, with a board of directors made up of senior employees. But, also, anyone who works in the Nivek corporation is accorded a vote on important matters as the company trades/pays stock internally.

Appearence: The stereotypical Nivek employee is dressed in a lab coat and stuffed with cybernetics. It is a false image, but one used in many of their marketing campaigns. in truth, most dress like any private sector employee would, dependant on their jobs.

Territory: Nivek holds mainly to New Eden, but maintains a branch office on each world of the Gemini system. Off of New Eden, Nivek maintains a, absolutely massive testing-range/R&D facility on Makara (properly shielded from the atmosphere).

Organization: Has a corporate ranking system based on merit and seniority.

Skills/Abilities: Most Nivek employees are familiar with electronics and robotics. Individually, they are usually quite varied.

Thoughts On:
Clones: Have no distinct opinion of clones, but marketing often goes to great lengths to show the benefits that robots and androids have over clones.

Mutants: Indifferent to mutants in general, and employ a significant number of them.

Psions: Nivek does not trust Psions openly, if only because they are so difficult to detect without using Psions themselves, or resorting to magic. Both of which, the shareholders agree, is not a wise choice.

Magic: Utterly uninterested with magic, aside from the occasional Artificer/Machine Mage who gains employment in the orbital Damoroth branch.

[Example Androids and Robots likely to appear in the Information thread]


Last edited by KenseiKitsune on Sat May 03, 2008 9:15 pm; edited 4 times in total (Reason for editing : Added Nivek Information)
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PostSubject: Re: Factions   Tue Sep 25, 2007 10:45 pm

Order of Equity

“I’m sorry sir, but you’ve upset the delicate balance. For this, you must die. I’m sorry for the inconvenience.”

The order of Equity is a relatively new faction that formed from the bones of several different ancient belief systems. They adhere to an idea of balance that many disagree with. As such they are often misunderstood and generally most people don't look on them in a favorable light.

Ultimately, the Order seeks to attain balance, not just for themselves but for the system in general. As they see it, the world can only maintain its viability if balance is attained. If balance is not returned, the system is doomed to a withering death, or so they believe. In addition the order believes in justice, that any crime must be atoned for, especially a crime that affects many lives or upsets the balance. How the crime should be punished usually involves reperations to any victims, or death if the crime cannot be fixed/balanced.

Although, usually subtle the order is not above extreme action to forcefully alter the course of actions. It is, after all, for the eventual greater good of everyone.

Note: What is balance? This I left intentionally vague. The Order is not well understood by outsiders, but even more important, the order has internal disagreements as to what constitues perfect balance. Individual members strive often, for what they see as the best way to maintain balance.

Appearance: The order, given their near reviled status, does not keep a set code of dress. When in one of the rare sanctuaries of the order (such as their permanent orbital platform over New Eden), members wear a simplewhite belt, emblazoned with a set of weights.

Territory: The order has no official territory, and they can be found periodically, anywhere. However, they do have a few permanent bases of operation, such as their headquarters, which is an always cloaked orbital platform above New Eden, and an outlying station near the edge of the system, built into a rogue asteroid.

Organization: Typically, the Order organises into small cells of three to four members, and assigns them to any given area that is out of balance. In addition, the order contracts individuals on a fairly regular basis, to advance the affairs of the Order. Individual members have broad disrcetionary powers, but must answer to superiors, especially if things go awry.

Skills/Abilities: There is no typical member of the order, but most are adept at staying hidden or charismatic enough to not have to.

Thoughts on:
Clones: Clones cause imbalance in the system by adding even more numbers to the population. The order understands them as living beings, but whenever numbers must be culled for the sake of the population, clones are often the first to go.

Mutants: Mutants can easily upset the balance. Whats more, they are seen as a symptom of an off kilter balance to begin with. However, the order sees mutants as especially useful, if they accept the ways of balance.

Psions: Psions are seen much in the same view as mutants, but much more useful, because of their ability to blend in and remain undetectable.

Magic: Magic is new, and most members of the Order don't trust it, but as its clear its here to stay, most members have taken a begrudging acceptance of it, and try to find a way to incorporate it into the balance.

---

Shadow Net
--Placeholder description until I flesh it out--

Shadow Net is a criminal organization that smuggles, runs protection and hires out to do "wet work". They hate, and are in turn hated by, both the Syndicate and the Magisters. The former, because they are effective competition, the latter because they sully the name of magic amongst the general populace.

--Placeholder description until I flesh it out---

Appearance: Shadow Net members dress so as not to attract attention to themselves. They prefer to blend in. Amongst their own they wear stylized masks (as designed by the wearer) both as a means of identification and for ceremonial purposes.

Territory: There are three main centers of operation on New Eden, Damoroth and a Shadow Net maintained Space Station on the outer rim of the system. Shadow Net can be found, however, anywhere.

Organization: Shadow Net is unorganized by long tradition. Individual members are given a wide berth to do as they please, so long as it doesn't interfere with their superiors. Members are only accountable to their immediate superior and the lord of their house.

Skills/Abilities: All initiates to the Shadow Net are taught Shadowmancy, both for concealment and attack (solidified shadow blades, summoned shadow creatures and life draining shadows). Most members know one or two other schools of magic.

Thoughts on:
Clones: Clones are seen only as products or tools. They are treated as such.

Mutants: No particular opinion about mutants. Mutants that serve the order cannot be so deformed as to draw attention to themselves all the time (Actually easier than one might think, especially on New Eden).

Psions: Openly despise most Psions. The ability to be completely concealed and undetectable, even while attacking is greatly envied. There are currently no Psions serving the Shadow Net, at least not openly.

Magic: The Shadow Net was formed on a combination of magic and intimidation. Members are told to take, steal, buy or otherwise acquire any and all magical knowledge they can.


---
Sons of Gorgon

“Your time is over human. It’s our time now.”


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PostSubject: Re: Factions   Tue Sep 25, 2007 10:45 pm

Syndicate

“All these freaks, and all this magic. It just gets in the way of the old ways of doing things.”

The Syndicate is founded on the Old Ways. Extortion, terror, and money, fused with skill, style, and family. The Syndicate have existed for time out of mind, tracing their roots back to the organised crime families of Earth.

Before the Fall occured a small Syndicate base was established in the (then relatively small and new) resort community on New Eden. After the Fall brought low the vast majority of the family ties, the small outpost on New Eden, consolidated its power and fell quiet.

When a new Faction (Shadow Net) arose to try and take their place, they met sudden and stiff opposition in the form of a newly strengenthed Syndicate family. Since then, the Syndicate has ruled much of New Eden's seedy underside, and controls a number of smuggling operations, dealing with pirates and other lesser gangs. they do not, however traffic with the Shadow Net, who they see as rivals at best and dogs to be hunted down and murdered at worst.

Appearence: Syndicate members dress simply, but well. Drawing unwanted attention isn't wanted.

Territory: The Syndicate is most powerful on New Eden, where their name is seldom mentioned without fear. They generally have some presence on any given station or planet as well.

Organization: The Syndicate has existed for an incredible track of years on blood and family oaths and a ruthless disposition on loyalty. Time has not changed this. The ruling structure is divided amongts several ruling 'Families' who hold sway over given territories. Alliances and Rivalries between these families are common.

Skills/Abilities: Syndicate members are usually experts in unarmed and armed combat. Their fighting syles are usually brutal, but simple, with an emphasis on pain or killing. Many also have a good head for numbers and are skilled pilots.

Thoughts on:
Clones: No opinion, sometimes smuggle them.

Mutants: The Syndicate will bring in Mutants for added muscle, but they are not usually accepted into the family.

Psions: The syndicate generally does not trust Psions.

Magic: Magic is not trusted, a family may flirt with magicians, but seldom take up the profession themselves.

---

Technocrats

“Magic is a lie. It tore our universe apart. You can only really rely on technology.”

Many see magic as a fresh start for humanity, from its transgressions of the past. Others, like the Technocrats, see it as a corruption, a living blasphemy.

Technocrats have made it their mission to counter, and ultimately eliminate, magic in the Gemini system. To further their goals, the Technocrats have developed ingenious technologies to mimic the effects of magic. It is the Technocrats who devised the means to detect magical energy to begin with.

Obviously, the Technocracy is diametrically opposed to any faction that would use magic. The technology of the Technocrats is second, only to the Church of Deus in overall ability. Technocrats, as a rule, do not engage in genetic engineering.

Appearence: Technocrats dress well, or in simple clothes. The stereotype is a Technocrat in a black business suit, though this is not as common as some would think.

Territory: Technocrats base themselves out of New Eden, but they also have a significant presence on Deus, where many also serve/worship the Machine God.

Organization: Technocrats are highly organised and disciplined. They arrange themselves in small groups, called cabals that consist of three to seven members each.

Skills/Abilities: Technocrats are masterful at programming and using their unique devices to mimic, and counter the effects of magic.

Thoughts on:
Clones: No particular opinion

Mutants: No particular opinion

Psions: Some are wary of psionics, but most see it as another potential tool to use against Magic.

Magic: Magic is reviled.

[Example gadgets are posted in the Info thread]

---

Walkers

“Technology? I walk the lines of the old way, what is technology to me?”

The Walkers are the second most influential faction on Damoroth (The Magisters being the first). They are a religious order devoted to the protection of what little nature is left in the Gemini system. Founded by a small circle of mystics after magic resurged, the Walkers have believed that its use if devine providence, and meant to replace technology, which they believe has done nothing but make man less than he should be.

Walker beliefs are cobbled together from many ancient mystic religions, and reflect a belief that nature itself is sacred. Seldom do they announce their affiliation with, but all carry an amulet or symbol of a tree surrounded by a circle of crackling energy. This amulet may or may not be worn, but is usually enchanted with some form of protection magic.

Walkers have a distinct dislike for the Church of Deus (which is the opposite of their religion in practically every way), the Church of the Divine Spark (Which they see as a potentially dangerous abomination), the Technocracy (because they advocate the destruction of magic and its adherents), and the Shadow Net (Because they use magic in a way that the Walkers feel corrupts it). They have strong ties with the Magisters guild, and members of one faction typically are members of the other as well.

Appearence: Typical Walkers (if such a thing exists) wear robes or common clothes. A staff (Usually of a lacquered black wood) is a common item in their possesion, but not all Walkers carry one.

Territory: Walkers make their home on Damoroth, where their religion was founded, and where their strongest allies are (The Magisters guild). Individual walkers could be found anywhere, especially if on mission to try and raise awareness of their cause.

Organization: The Walkers adhere to a loose ranking system based on seniority and merit. There are also different branches within the Walkers devoted to differing professions, Healing and Protection being the largest.

Skills/Abilities: All Walkers are versed in natural lore and use of herbs. Most are also potent users of healing and other natural magic. Ability to use magic is not a disqualification for joining the faction, indeed, one branch is made up of trained guardsmen to protect active members if they should need it.

Also, Walkers who know how to use magic are taught how to Walk the Lines. They can sense and tap into Ley Lines (mystic veins of energy that exist wherever life exists). Doing so allows Walkers to replenish themselves and heal wounds at a vastly accelerated rate. They can also channel its energies directly into others (giving them the benefits a Walker would receive) or even directly into magic, making the spell much more effective or powerful.

Thoughts on:
Clones: Decry the recreation of living beings this way. Individual clones, however, are given a chance to prove their good nature before judgement is made.

Mutants: Though wary of the causes of the mutation, mutants are seen as victims and treated with respect and often sympathy.

Psions: Psions are seen as something new and different. Some Walkers see it as another means for man to move away from technology.

Magic: Magic is highly regarded and considered sacred in many ways.


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PostSubject: Re: Factions   Tue Sep 25, 2007 10:46 pm

Wolves

“Gimme that wallet, and I won’t break your face.”

The wolves are a fairly loosely aligned coalition of street gangs that organise themselves in a manner similiar to wolf packs. There is one Alpha within each group who calls the shots, how his individual pack is run is his business. Some run very laidback groups (graffiti and petty theft) others are highly organised and dangerous (kidnapping rings and murder). The only members who do not run in packs are "Lone wolves". Lone Wolves are tasked with carrying messages between packs, and generally have very little responsibility within the Wolves.

The leader of the Wolves is a mutant who calls himself Alpha one. Most specifics are unknown, but he (or someone using that name) has been running the Wolves for well over three centuries.

Appearence: Wolves really have no coherent appearence, except, A tooth suspended on a necklace. During the brutal intitiation into the gang, a tooth most be broken or removed from the one seeking to join. Afterwords, that person is expected to keep said tooth on a necklace. Lone Wolves must also wear a white armband.

Teritory: Wolves scratch out territory that changes week by week, mostly due to constant gang wars, and infighting. Wolves are entirely based on New Eden, and its surrounding space stations.

Organization: Varies greatly between packs, and there is little unifying power, infighting between different packs is common.

Skills/Abilities: Most know how to use various forms of weaponry and are good with intimidation.

Thoughts On:
Rather than give a list, its very much a given that each pack feels differently about things. The one truly coherent ideology amongst the Wolves is a belief in survival of the fittest.

---

Zaibatsu

“Zaibatsu – Paraplegic? No problem! Buy one set of limbs, get another set free!”

Zaibatsu is a huge mega conglomerate. It existed as far back as before the great cataclysm, and was setting up a branch office in the Gemini system when the fall came. Zaibastsu dominated the sale of technology and weapons for hundreds of years before competition arose in the form of the other corporations, one of which, Fraxis was actually split off from Zaibatsu itself. Rivalry between Fraxis and Zaibatsu is particularly fierce. For the Zaibatsu, money is all that matters. They are well known to perform experiments on unwilling subjects (most often clones).
Zaibatsu is headed up by a shadowy organization in its top rungs that decides what Zaibatsu's next moves will be. Most employees have never even heard of this group and insist that the board of directors and shareholders run things.
Most people regard Zaibatsu with a simple buyer to seller feel. Zaibatsu maintains decent customer relations and receives notice because of it. However, they are quick to turn a blind eye to suffering if they cannot make money out of a situation.
In modern years Zaibatsu wars openly with the other Corporations, and often sends and defends against corporate spies.

Appearance: Most employees dress appropriate to their individual jobs. Scientists in lab coats, security in simple black, and businessmen in business suits. Members of the Zaibatsu corporation also are typically outfitted with Cybernetics. Always, do they carry an ID card.

Territory: Zaibatsu is based primarily on the planet of New Eden, but has a business presence on all the inhabited worlds. The second biggest corporate holding is on the Mega Structure, Deus, where they lease ten city blocks worth of space from the Church of Deus (whom in return, receives free stuff).

Organization: Has a simple but effective ranking system based on merit and political pull.

Skills/Abilities: There is no set list of skills, but most effective members of the organization have good people skills, a good number of contacts, and at least passing knowledge of Cybernetics.

Thoughts on:
Clones: Clones are a product, and though Zaibatsu does not produce nearly as many as Fraxis, they regard them as a non-people, and market only to Clone owners.

Mutants: most members of Zaibatsu see mutants in a very unfriendly light. Zaibatsu often spreads fear of mutants in their propaganda to spark the sales of their self-defense systems.

Psions: Psions are reviled by Zaibatsu. Any creature that can walk into a place of business unarmed and destroy or loot it without difficulty is a menace to be destroyed.

Magic: Only slightly better than Psions, and only because mystical energy can be detected.

---
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PostSubject: Re: Factions   Wed Sep 26, 2007 6:29 pm

Note on Factions:

It is important to realize that, as important as factions are in the lives of the people of the Gemini System, inclusion in a faction does not preclude association with people of other factions.

The people of the New Gemini system have had to deal with the fact that they have to share at least to some extent their lives with other groups. This uneasy peace is necesary, since there is no sensible means to leave the Gemini System (as there is no Faster than Light means of travel). Still, faction wars do occur, just keep in mind that, you could associate, indeed even be friends with a member of a supposed enemy faction without too much reprecussion... depending on the factions of course...

Think of it as being something similiar to modern religions today, there can be some level of understanding and cooperation, and though it can be a point of contention, actual violence need not occur when members of various groups meet.

If all factions instantly sought to eliminate the others whenever they made contact... the entire Gemini system would be absolutely devoid of life at this point in time.
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PostSubject: Re: Factions   Thu Nov 01, 2007 2:22 pm

As the Federation doesn't exists here, but I use it, as its known to the crew onboard of the U.S.S. Defiant. And I don’t attempt to make it a fraction here in this universe.


United Federation of Planets - "A dream that became a reality and spread throughout the stars." - Captain James T. Kirk


The Great Seal of the United Federation of Planets

The United Federation of Planets, also referred to as the Federation or UFP, is an interstellar federal republic composed of planetary governments and colonies. The various members of the Federation have agreed to share their knowledge and resources in peaceful cooperation and work together in the exploration of space.

The Federation is also famous for its technological resources and personnel. In particular, Federation engineers were respected as masters of technology, repair, and modification, even by enemies of the organization such as the Dominion.

The Federation was founded in San Francisco on Earth in 2161. The seeds of the Federation were planted during a temporary alliance in 2154 during the search for a Romulan drone ship. That was when Vulcans, Humans, Andorians and Tellarites first united for a common cause. This led to the founding of the Coalition of Planets a year later, when United Earth, the Vulcans, the Andorian Empire, the Tellarites, the Denobulans, the Rigelians, the Coridanites, and several other worlds joined the economic and defensive alliance. The Coalition continued towards unity over the next several years, and this ultimately led to the formation of the Federation.

History
Although the Federation's intentions were peaceful, its expansion almost inevitably brought it into conflict with other sentient species in the region. In the 23rd century, the most notable conflict was with the Klingon Empire, and war briefly erupted in 2267, before being halted by the Organians. However, this tension eased considerably towards the end of the century, with the Khitomer Conference of 2293 being a substantial turning point. As the 24th century started, the Federation began an unprecedented period of peaceful exploration of the galaxy, without any major conflicts along its borders. Throughout this period, the Federation remained in a state of low-level conflict and cold war with the Romulan Star Empire following the Romulan re-emergence on the astropolitical scene in 2266.

A series of local conflicts flared in the late 2340s, with the Federation encountering races such as the Cardassians, the Talarians, the Tholians, and other minor regional powers like the Tzenkethi. These conflicts were short-lived, in no small part due to the power exerted by Starfleet at that time.

But a darker period in Federation history was soon to arrive. First contact with the Borg Collective led to a series of attacks on Federation outposts. During the Battle of Wolf 359, Starfleet was dealt a crippling blow that required many years to even partially recover from. The members of the Federation soon learned that the opponents the organization had dealt with in the past were nothing compared to powerful forces found elsewhere in the galaxy.

In 2370, contact was made with the Dominion, the predominant ruling power over much of the Gamma Quadrant. After numerous skirmishes, misfortunes suffered by the Cardassian Union allowed for their eventual incorporation into the Dominion, and the subsequent invasion by the latter of the Alpha Quadrant. The war that followed was the greatest crisis to be faced by the Federation; although the Allied forces of the Federation, Klingons and Romulans eventually emerged victorious, many of the Federation's important member worlds – including Betazed, Coridan, and Benzar – had been temporarily occupied before the Dominion's offensive could be turned back. Thousands of starships and millions of lives were lost, in what was to be, as of the late 24th century, the bloodiest conflict in Federation history.

However, the war and its aftermath allowed the Federation to establish new relations with many of its former adversaries. In particular, it was hoped that relations with the Romulan Star Empire would improve, marking the beginnings of détente with a traditional enemy of the Federation.


Government
The government of the Federation is organized as a federal republic, where the member planets and colonies formed semi-autonomous districts. Central authority in the Federation is delegated to the three branches of the Federation government: the Federation Council, the legislative branch of the government, the Federation President, the executive and head of state, and the Federation Supreme Court, the supreme judicial authority. The Council met in San Francisco in 2286, while the President's offices were located in Paris.


Agencies
• Archaeological Council
• Astronomical Committee
• Bureau of Agricultural Affairs
• Bureau of Industrialization
• Bureau of Planetary Treaties
• Central Bureau of Penology
• Department of Cartography
• Department of Temporal Investigations
• Earth Broadcasting Company
• Naval Patrol
• News Network
• News Service
• Science Council
• Science Bureau
• Section 31 (officially nonexistent and uncondoned)
• Starfleet
• Starfleet Broadcasting
• Terraform Command
• United Earth Space Probe Agency (UESPA) (Existed from the 21st and at least into the 23rd century)


Sphere of Influence
Its territory encompasses at least several dozen sectors in both the Alpha and Beta Quadrants, spread across nearly 8,000 light years of space.

As of stardate 3219.8, the Federation was spread across more than 1,000 worlds. In 2268 there were at least 30 members, and by early 2370s, there were more than 150 members of the Federation, and over 1,000 semi-autonomous colonies.

In 2369, Professor Richard Galen once compared the Federation to the Roman Empire being "dull and bloated", with Captain Jean-Luc Picard "patrolling the provinces" in his duties as a Starfleet captain.

In 2375, Ru'afo described the Federation to Admiral Dougherty as being "old," pointing out that "in the past 24 months, they've been challenged by every major power. The Borg, the Cardassians, the Dominion; they all smell the scent of death on the Federation."


Economy
The Federation has a massive economy, built around large scale, inexpensive production of almost all consumer goods. No money is used for basic expenses, such as food, clothing or shelter. However, there is a basic unit of exchange called the Federation credit, which is used in transactions with non-Federation members.

As many would have it, the driving force behind Federation society was no longer the acquisition of wealth, but rather self-enhancement and the benefit of all. Perhaps ironically, entrepreneurship was encouraged. The traditional benefits of entrepreneurship, profit and personal gain were replaced by goals of personal enjoyment and improvement, often manifested in the form of a new service to fill social needs and expressions.

The various systems of the Federation are generally rich in natural resources, although their intrinsic worth has changed as the replicators reduced the need for most refined and semi-refined materials. Other materials, such as latinum, which were more time and energy demanding, were often traded for with non-Federation planets. One of the most valuable minerals was dilithium, which was critical in regulating the matter-antimatter reactions in the Federation's power generators.

Member worlds of the Federation who possessed resources unavailable elsewhere, were obligated to provide consignments of the substances in times of emergency. Such transfers were often facilitated by the Federation Starfleet, as in the delivery Ardanan zenite to the plague-ridden world of Merak II in 2269.

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PostSubject: Re: Factions   Thu Nov 01, 2007 3:25 pm

Info on Starfleet

Starfleet
The Federation Starfleet (commonly referred to as Starfleet) is the deep-space exploratory and military service of the United Federation of Planets. Its principal functions are the advancement of Federation knowledge of science, technology, and the galaxy, and the defense of the Federation against all enemies, foreign and domestic. As it is often in contact with non-Federation cultures, Starfleet has a significant diplomatic role; its officers represent Federation interests, and vessels in the service regularly transport ambassadors.



History
Formed as an integral part of the United Federation of Planets Charter in 2161, the Federation Starfleet incorporated elements of its founding members space-faring agencies, including Earth's own Earth Starfleet and its secret organization, Section 31.

Missions undertaken by the Federation Starfleet fell at least partly under the jurisdiction of the United Earth Space Probe Agency (or UESPA) as late as the 2290s. By the mid-24th century, however, Starfleet missions were regulated solely by Starfleet Command, answering to the Federation Council and bound by its General Orders and Regulations.

When a planet became a member of the Federation, its military would be incorporated within Starfleet.


Organization
Based out of Starfleet Headquarters located in San Francisco, Earth, Starfleet maintained outposts, starbases and space stations throughout the Alpha and Beta Quadrants. Also based out of San Francisco, its primary training facility Starfleet Academy did maintain other facilities on other Federation member worlds, including Relva VII.

Starfleet personnel wore distinctive Starfleet uniforms displaying rank insignia and assignment patch or Starfleet emblem - later evolving into the communicator badge.

Like its predecessor, Earth Starfleet, the Federation Starfleet is based on a hierarchical organization of ranks. These ranks appear to be inherited directly from their predecessor ranks. According to naval tradition, anyone in the organization is subordinate to any officer of higher rank regardless of his or her position within the organizational structure. Nevertheless, Starfleet seems to be organized into a number of branches and positions that generally oversee certain aspects of the fleet. These positions are assigned by the superior officer of that branch and can be assigned to individuals of any rank, although in general, more important positions will be assigned to higher ranking officers. This preserves the chain of command and avoids creating situations where someone of a lesser position within the organization could give orders to someone with a greater mandate.


Positions

Commander in Chief
Commander in Chief or C-in-C, is the highest position within Starfleet and is assigned to a fleet admiral. The C-in-C is not subordinate to anyone in Starfleet and reports directly to the Federation President. He is responsible for both Starfleet Command and Starfleet Academy.

Starfleet Academy
Starfleet Academy is headed by a superintendent. This position is normally assigned to a rear admiral.

Starfleet Command
Starfleet Command is headed by the Commander, Starfleet. This position is normally assigned to a fleet admiral. The various sector commanders, held by vice admirals report directly to him, as does the chief of staff, held by an admiral.

Starfleet Branches
The other branches of starfleet are normally headed by the Commander, department, usually a vice admiral who reports to the chief of staff. Center commanders, usually Rear Admiral Lower Half report directly to him, as does the chief of the department, a position usually assigned to a Rear Admiral.

Starbases/Starships
The Starbase and Starship commanding officer and portmasters are held by officers with the rank of Commander to the Admiral grades. They are directly in-charge of their assigned starship or starbase and report to the commanding officer of that sector's starbase.


Branches and Agencies

Branches
• Starfleet Command
• Starfleet Operations
• Starfleet Intelligence
• Starfleet Tactical
• Starfleet Security
• Starfleet Corps of Engineers
• Starfleet Science
• Starfleet Research and Development
• Starfleet Medical
• Judge Advocate General

Agencies
• Administrative Operations
• Department of Internal Affairs
• Fleet Supply Office
• Office of the Inspector General
• Personnel Deployment
• Section 31 (Rogue agency not officially acknowledged by Starfleet Command.)
• Starfleet Administration
• Starfleet Advanced Technologies
• Starfleet Bureau of Information
• Starfleet Exploratory Division
• Starfleet Materiel Supply Command
• Starfleet Mission Operations
• Starfleet Operational Support Services
• Strategic Operations
• Starfleet Orbital Operations
• Starfleet Shipyards Operations
• Starfleet Stellar Imaging
• United Earth Space Probe Agency (UESPA) (Existed from the 21st to the 23rd century)


Facilities
• Communications Research Center
• Federation starbases
• Federation shipyards
• Fleet Museum
• Planetary Defense Systems
• Starfleet Academy
• Starfleet Command School
• Starfleet Medical Academy

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PostSubject: Re: Factions   Fri Dec 21, 2007 5:35 pm

Pirates

As one might imagine, there are many pirate groups in AtF. Most pirates are organised into clans and follow a hereditary line, though most accept recruits from outside of the traditional families. Below is a short descrption of a few of the pirate clans. Unless otherwise noted, there would be no dress code amongst a pirate clan.

There are in actuality dozens of pirate clans, but I only detail four of the most well known/powerful clans. Feel free to devise your own.


Gear Tooth

Symbol: A red colored fang set against a cog.

Red Tooth Pirates make their home amongst moons of Vesperr, and generally concern themselves with smuggling and skimming a bit off of the mining probes Deus sends out. They are considerecd relatively harmless because they seldom engage in ship hijacking or cargo raiding. Nevertheless, the Church of Deus often patrols the moons and engages these pirates in battles when they can.

Ironically, this clan is comprised almost entirely by former member of the Church of Deus, so they are very good at evading Deus patrols.

This clan's fleet is mostly comprised of smaller frigates and has only only larger ship, a battleship. This makes them among of the weakest, militarily of the pirate fleets. The flagship of, a battleship called the Deus Haud Magis, is captained by former High Priest Garin, the current head of the Gear Tooth clan.


Skull Shard

Symbol: The right half of a blue skull.

Skull Shards are one of the oldest and stongest pirate clans, they hail from the outer system, typically around the planets that orbit Nemesis. They raid outposts, and hijack ships, but are known to spare every crewman or colonist that does not resist. In addition they are often hired out as mercenaries.

In recent years, the Skull Shards have engaged in protracted battles with the Blood Horn. As such, many of their ship refrain from engaging in any form of overt piracy. They have also spent many recent years making overtures to other clans in an attempt to form a coalition against the Blood Horn.

The Skull Shard's flagship, the Worry Me Not is an oversized dreadnought, that is currently undergoing massive repairs after battling the Blood Horn fleet. The captain of the Worry Me Not is an old mercenary named Regar, though not techincally head of the clan (that position is yet to be filled), Regar holds a lot of respect amongst his clanmates.


Luna Parvulus

Symbol: A stylized image of Earth's moon.

These castoffs from the Explorators and Brotherhood of Archaes factions are relatively a nonviolent clan that makes its home in the outer system, well beyond the outer asteroid rims. They usually prey on any unattended mining and archaeological expeditions and passing colony ships. This clan was particularly hard hit by the emergence of the Blood Horn clan, and most of their activities these days revolve around assaulting Blood Horn patrols.

The Luna Parvulus clan no longer has a flagship (having been destroyed by the Blood Horn in personal combat). The former head of the clan died when the flagship was destroyed, current head of the clan, Praxis, lives on an outlying outpost, having yet to declare a new flagship.


Blood Horn

Symbol: A simple red drop shape set against a white circle backdrop.

The Blood Horn clan is the newest and easily most brutal of any of the pirate clans. They emerged onto the scene five years ago from somewhere outside of the system, headed by the infamous dreadnought the Blood Horn. Since then, they have engaged in terrifying displays of hatred and power, scouring outer stations of life and raiding any ships they come into contact with.

Unlike other pirate clans, the Blood Horns do not signal for surrender before engaging in battle. Oft times they attack with full force before the opponent is aware of them. Survivors are either pressed into service as crewmen, or made an example of.

Blood Horn make heavy use of magic, especially Necromancy, something few other pirate clans do.

Since they began operating in the system, they Blood Horn have never tried to make allies amongst the other clans. Indeed, they have erradicated no less than five smaller clans, and severly wounded the Luna Pavulus clan.

The Blood Horn have a massive fleet, and make use of many small fighter patrols. Their Flagship, the Blood Horn is a powerful Dreadnought, half the size of a colony ship, and it is headed by Captain Kaiden, a former Skull Shard pirate.

-More info on Captain Kaiden and the Blood Horn in future posts-
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KenseiKitsune
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PostSubject: Re: Factions   Sat Feb 02, 2008 1:00 am

Anti-Sol Creed

An unusual movement in recent years is the formation of a group that denies that Sol, the Human Dominion, or even Terra (Earth) ever existed. These misguided youths, on average, even deny the historical accuracy of the Fall.

On a whole, the Anti-Sol Creed holds rallies and slanders any group to purports to have knowledge of the Pre-Fall era. They are universally pitied or reviled.

If presented with Lost Tech, the first instinct of any member of the Creed is to destroy it, because its existence challenges their perceptions of reality.

The Creed is on bad terms with nearly all Factions, but particularly with the Brotherhood of Archaes, the Explorators, and the Church of Deus. Most factions view the Creed as dangerously misinformed radicals and fanatics. The Creed is the most bitter enemy of the Dominion Reformers.

The Creed lives almost exclusively on New Eden, where they attempt to spread their skewed ideals to any who will listen.

At the core of the Creed is the idea that, by ignoring the (perceived) fables of a past age, man can move beyond and break the shackles of false belief.

Creedists have no particular code of dress, or formal territories. They identify each other by a black ring that bears their symbol (Two stars circling a planet). A common greeting amongst Creedists is "No Earth." spoken as a sign of recognition of affiliation.


Dominion Reformation

Although central government bodies were abolished long ago in the Gemini system, there are still those that seek to restore the order that the Dominion represented. The Reformationists accept any who would rebuild the Dominion into their ranks, but the idea of true government is not supported officially by any faction.

Most Reformationists are also Department Officers, as the Department is the closest thing to government that exists in the Gemini system. Others serve the cause by joining the Brotherhood of Archaes.

Reformationists exist, periodically anywhere in the Gemini system, but their head office is on New Eden. Reformationists do not have any particular dress code, and have no hidden signs to point to their affiliation.

Reformationists are, as a rule, a non-violent faction, though they are not strictly against the idea of violence. They seek to bring the factions together through diplomacy, and this is what they are most known for.
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PostSubject: Re: Factions   Wed Feb 13, 2008 12:49 am

Sub-Factions are smaller groups within a larger faction, either that acknowledge the whole, or who are dissidents, fighting to gain control of the group as a whole.

Department Blood Horn Taskforce

A relatively small group of Department ships, tasked with the removal of the Blood Horn Pirate clan. they are authorised to take whatever actions necesary, even the hiring of outside forces, or working with non Blood Horn pirates.

The Task Force is currently comprised of four ships.

The lead ship, a Department Battleship named the Nudum Cogito. A pair of Carriers (and the many smaller fighter craft they contain), the Freya and the Anderhol. Lastly, there is a heavy Department Gunship, the Red Tyrant, enroute to join the other ships.
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PostSubject: Re: Factions   Tue May 27, 2008 4:45 am

The Children of Theia

“Dum vivimus, vivamus”

The Children of Theia are descendants of Sol Invictus’ lost 419th Selene fleet that fought to great effect in the Lazax and Charon campaigns that eventually resulted in the retaking of Sol and the establishment of what would later be known as the Sol Dominion. Shortly after their last engagement, the fleet was dragged through a wormhole that deposited them in uncharted territory. After several years of traveling they found a small habitable jungle planet that they laid claim to and named Eos. The population was mostly genetically engineered soldiers with a then unparalleled affinity for psychic ability (would be considered quite unremarkable by New Eden standards now). The Children of Theia never encountered any alien species during their years on Eos and their reproductive rate was slow, but with their enhanced life spans they managed quite well until the fall.

The Fall struck Eos harshly, the planet was subjected to extreme gravitic stress as it was literally transported into an irregular orbit between the Rommel and Gemini systems. The stressors of the fall and the loss of its sun were too much for the once lush planet and within a year it cataclysmically broke apart creating part of the asteroid belt that now exists between Rommel and Gemini.

Over 99% of the population was killed during those first few years and the few survivors were those who managed to evacuate to shielded orbiting defense ships or underground bunkers. The survivors eventually resettled under the direction of their leader the Matriarch on a 30 Km asteroid that contained remnants of their capitol city and a large military bunker. The survivors numbered around 800 and they renamed their home Arcadia.

The Children of Theia are psionically linked to one another enabling a group consciousness dominated almost entirely by the Matriarch. Individuality is retained and cherished, but the knowledge, skills, feelings, and council of all are shared openly. The knowledge and the spirit of those who have died remain within the group consciousness of the Children, due to the memories of those that knew them and the way their unity effects the natural laws around them, these apparitions who occasionally walk the halls of Arcadia to teach and commune are known as Echoes.

While not a pirate group, the Children have been known to use their combined psychic energies to lure stray vessels with people and goods that would be beneficial. In regards to their claimed territory around Arcadia, their mindset is one of defense and survival and they can use their unity to use incredibly advanced tactics against their enemy or in extreme cases directly assault their enemies minds causing mass confusion and terror. Due to the Children never allowing any vessel that enters their space to leave, their actions are generally believed to be the acts of other well established pirate clans, or to be the work of bogeymen or devils.

The Children have few operational ships as most that are captured are broken down to their base components to be used throughout the colony or in the reconstruction efforts of their massive capitol ship the Hyperion. Most currently operating vessels are numerous fighter / scout craft armed with psionic pulse weaponry or construction and transport vessels.

Edit:
An image of the Hyperion, as it would look completed.
-J-


Last edited by Jarod Cain on Thu Jul 09, 2009 4:19 am; edited 1 time in total
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PostSubject: Re: Factions   Tue May 27, 2008 6:18 pm

I am Goldilth a Dragonlord
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KenseiKitsune
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PostSubject: Re: Factions   Tue May 27, 2008 6:48 pm

Ok, Thor, the Factions are groups in the setting. Groups that characters can belong to or groups to be intereacted with. Please see the 'Roll call and character thread' in order to post your character.
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PostSubject: Re: Factions   Tue Jun 10, 2008 5:11 pm

Alright, template, for those who need to make a faction, and want to follow a template. As always, templates are -not- necesary, soley here for your convenience.

Name:
Quote:

General Description:

Appearance:

Territory:

Organization:

Skills/Abilities:

Thoughts on:
Clones:

Mutants:

Psions:

Magic:
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The Ru
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PostSubject: Re: Factions   Tue Jun 10, 2008 6:31 pm

Name: The Murinak Tribe

Quote: "You watch yourself there, boy."

Before the Fall, they were a group that came together to learn from the ever changing deserts. They are an old order from way back before the fall. They are dedicated to the sand, believing that the true powers lie in the sand. They soon found that power, afterwards and discovered that they were stronger than they had thought. It was soon a law that only the Elders would accept people, as many wanted to know this power.

They see themselves as the providers of the worlds. They fuse magic with weapons or objects. These items then have an elemental power, or can heal. The more powerful mages can transport a persons soul to a weapon or object and the item becomes *alive. (see below.)

Appearance: It varies from 'house' to 'house'. They are usually found wearing a cloak or clothes of their 'house' color(s).

Territory: Most live in the deserts of Damoroth. But there are been a few groups seen around, traveling on ships.

Organization: The faction is divided into 'Houses' or large families, and are generally governed by Elders- those that have lived longer then one hundred and fifty years.

Skills/Abilities: The specialize in fusing magic into weapons and sandbending. They also are experts in any type of combat, with any object.

Thoughts on:
Clones: Clones are considered non-existent and are treated as such.

Mutants: They are considered as equals or are generally accepted, it depends on the 'House.'

Psions: They don't like Psions in general, but are tolerant of them for their usefulness.

Magic: Founded on this, magic is very common. All are required to learn as much as one can, and generally don't share the knowledge with outsiders. Only a few outsiders have been allowed the secret of weapon crafting. *They can also make living weapons or objects from a person's soul and the body dies. This is done very rarely as the person is no longer a person, but a creature- never changing and the soul can suffer a forever death if the item it was fused to is ever destroyed.
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