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by Marinus on Sun Nov 29, 2009 6:34 pm
Nation name: The Siridar Imperium
Race(s): Siridar, a humanoid species descended from avians on their homeworld. They are taller than humans, thanks to the lower gravity of Faerin, and their fingers are triple-jointed and very dextrous. The major visible difference between Siridar and humans are the large wings which sprout from their backs and the vestigial versions of the same on their forearms and legs. They are extremely long-lived, and their internal anatomy is considerably different to humansâ â their lungs are highly lobate and much larger to provide the required oxygen for the flight muscles, for example. Their metabolism is also very fast, and geared to the consumption of sugars for energy â most Siridar food is rather sweet as a consequence.
Nation size: Class Four, sixty-two inhabited systems, many more with automated mining bases and other picket installations.
Government type: Monarchic plutocracy, of sorts. The rule of the fantastically wealthy has been established for many years. There are seven so-called Great Houses â Hellebore, Lily, Violet, Holly, Rose, Foxglove, and Delphinion which rule over whole swathes of planets and hold many of the most powerful corporations in their grasp, each one with their own agenda and plot. They also have many vassal Houses, and alliances shift and change among the Houses rapidly. Of the current Flower Houses, the two most powerful are Violet â who, at present, have control of Faerin and thus the Imperium, and Hellebore, a shadowy, secretive House whose influence is felt almost everywhere, even if their vessels and people are rarely seen.
Feuding between the Great Houses rarely reaches arms; it is more on the nature of economic and informative war. The Great House in control of Faerin is known as the Imperial House, and for as long as they hold the capital they are the ultimate authority in the Imperium.
In order to ensure that not all power rests in one Houseâs hands, the Parliament of Stars â comprising representatives from every Noble House â runs the Imperium on a day-to-day basis and the most senior Star-Senators, elected from the Parliament on merit, to the Star Chamber Council, hold an executive veto and can formally demand and engineer an ousting of the Imperial House from Faerin. They are the final redoubt of power in the Imperium, designed to protect the nationâs unity and strength.
The space controlled by the Siridar is split into seven regions, each corresponding to the Great House which grew from that area: Helleboreâs Diadem, Lilyâs Glory, Violetâs Flower, Hollyâs Crown, Roseâs Arbour, Foxgloveâs Mantle and Delphinionâs March. Each one has a considerable degree of autonomy from the central government in matters of interplanetary policy, although the Hundred-World Throne on Faerin does have some measure of control, either directly in the form of the Imperial Judiciary and their interdictor vessels or by other, subtler means.
Important Government Figures:
Emperor Seras Violet XVII, Duke of the Flower and Head of Violet House - the absolute monarch of the entire Siridar Imperium, and ruler of Violet House to boot. His amiable exterior hides a razor-sharp mind, and his laissez-faire voice and manner similarly disguise a ruthless and efficient core. He is known for his benevolence towards foreigners, and his only major idiosyncrasy is treating everyone he meets, to a greater or lesser extent, as a research subject. He is very fond of flowers.
Lord Elnath Hellebore, Duke of the Diadem and Head of Hellebore House - Head of Hellebore House, Lord Elnath is a shadowy figure to many. Afflicted with a dire illness - one of the few the Siridar cannot cure - it does not seem to have affected his ability to govern, although his thousand-year lifespan has been considerably reduced and he is often in great pain. He apparently rules the Diadem with a fair and even hand, although dissidents have a tendency to vanish without trace.
Lady Valerian Delphinion, Countess of the Marches and Head of Delphinion House - A reclusive Head, little is known about her. She is a scholar, preferring her libraries to politics; much of that she leaves to House Violet and directs her younger son and chamberlain to accord with their wishes and manage the PR section of Delphinion, a job which they do with commendable skill. Well is it said that speaking to a Delphinion is akin to speaking to a Violet with a better grasp of social niceties - those few who have met with Valerian come away stunned by her silver tongue.
Lord Orion Rose, Marquis of the Arbour and Head of Rose House - Fat and jolly, Orion Rose is the epitome of his House. Much more at home working the land than in politics, he has little interest in other nations - save as a source for new crops. He is known to be a fan of mechanikopera - a Siridar musicform created entirely by artificial means. He will not brook anything that threatens his House's stability and his comfortable, predictable life.
Lord Garvaine Lily, Earl of the Glory and Head of Lily House - Eerily beautiful, Garvaine Lily is an androgyne. No-one is sure, not even his own House - as to his â or her gender; he answers to both. Capricious and possessed of an odd sense of humour, Lord Lily may be smiles and pleasantry one day and vicious vituperation another. He resides in the dark heart of shining Regale, amid the splendour of his pleasure palaces and slave pens. It is rumoured he holds a pure-blood House Valerian as his personal slave.
Lady Serelle Holly, Marquess of the Crown, Commander of the Berryguard and Head of Holly House - The most militant and warlike of all the Great House leaders, Serelle Holly bears a great grudge against Elnath Hellebore and Hellebore House - stemming, some say, from a rejection when they both attended Queen's Ring Academy on Faerin as students. She is a capable tactician who leaves little to chance if she can possibly help it.
Lord Aurelius Foxglove, Viscount of Creation, Head of Foxglove House and Chairman of Concorrant Industries - Genial and the least formal of all the Flower lords, his exterior and willingness to muck in with his Housekin belies the hard and cunning businessman beneath. Aurelius has a fascination with trade and expanding Concorrant Industries into the galactic market, and will leap at any chance to do so.
Duke Inoulian Tytania - 'the Iron Duke' - One of the three Chevalier Dukes of Faerin, his sole concern is the defence of Homeworld. Before he was appointed to Gigantine, the military moon orbiting Faerin, he commanded one of the Border Fleets and was instrumental in securing and fortifying vital systems from attack as well as the Pirate Purges of 12,462 (Siridar calendar.) His flagship is the Tytanic, the largest ship in the Imperial Navy (thanks to a particularly puckish work crew who modified the ship's dimensions considerably upon commission)
Admiral Carveth - House Violet's most enduring monstrosity. The general who orchestrated, ordered and executed the bombing of Velvet - House Valerian's former capital - with sixteen antimatter planet-buster bombs. Decanted into a drone body - one of House Lily's ladybots, though she'll cheerfully kill anyone who brings it up - she's effectively immortal. House Violet constantly tinkers with her body, improving it. She is bound in service to House Violet for her crimes, one of their treasures. She has no regard for life, taking lovers when it pleases her and killing when they bore her. She applies the same cavalier, childish attitude to all she does, but is nonetheless a tactical genius and a master of slaughtering anything in her way.
Economy: Free market â the central government imposes very, very, very few restrictions, although the one inviolable rule of law the Siridar have is No Antimatter! They will brook no production, sale or possession of antimatter in their realm, and the punishments, set centuries ago, are horrific. Each Great House, however, has its own set of rules of what they will and will not accept.
Important Economic Leaders: Aurelius Foxglove, the Chairman and CEO of galaxy-spanning Concorrant Industries is one of the lynchpins of the Siridar economy.
Religions: Mirror is the religion to which most Siridar subscribe. They believe that Siridar souls are freed from the body upon death, and that they travel to the ends of the universe as pure energy, free to do as they wish, and that, with training, ceremony and a certain amount of aptitude, they can be consulted by Honoured Reflections, the priests of the Siridar. Whether this is true or not is a matter for some debate among foreigners, but the Siridar believe it.
Points of interest:
Hollyâs Crown: The Holly family pride loyalty and military prowess above almost all else. Holly systems are often heavily defended, and fanatically loyal to their masters. They have the most stringent sumptuary laws (in fact, the only sumptuary laws) in the Imperium and a very thorough customs service. Holly officers are calm, utterly loyal and able thinkers under pressure. They field one of the largest fleets of any region, and their elite unit, the Berryguard, is often sent into the most dangerous situations the Imperium encounters. The Holly family wing colour is crimson. The capital planet of their region is known as Ilex.
Helleboreâs Diadem: Hellebores prize ingenuity, intelligence and cunning. Perfect spies and assassins, they do not need a large fleet to ensure their safety â the threat of indiscretions revealed to the media and sabotage is more than enough to keep many others in line. They have long been suspected of being involved in large-scale organized crime, although nothing has ever been proved linking Lord Hellebore to the cartels. They are, however, fine statesmen and their realm is among the more orderly and moderate of the regions. Hellebore House alternates between long periods of peace and war with Violet House, depending more on leadership and internal issues than any real, divisive differences. These two Houses often swap power between them, leading them to be known as the two Royal Houses of the Imperium. Their wing-colour is a brilliant, hard white.
Lilyâs Glory: The bastion of the pleasure-seekers and hedonists, the Lily family value beauty and charm, unfortunately often at the expense of brilliance and the ability to govern. Lily House is renowned for its mercantile prowess, though, to fund the grand excesses of its people. There are few laws regarding anything related to pleasure, the more exotic, the better. Lilyâs Glory is one of the few places where slavery is still legal. The capital planet is officially called Regale, but unofficially is often known as Jubilee or Xanadu. They have a long-running feud with Holly House, their own philosophies being completely at odds with the Holly familyâs spartan aesthetic, and their relations with the Hellebores are also not among the most cordial. Their wing-colour is a soft yellow.
Roseâs Arbour: Dominated by a vast nebula that glows a rosy red in the night sky of every planet in the Arbour, this region is known for its food production. It is the breadbasket of the entire Imperium, and as such House Rose fields very little in the way of military forces. While they have little direct power or indeed interest in the rest of Imperium, being more interested in their crops and plants, their influence is considerable, due to the fact that they hold the supply lines to many other regions, and their close collaboration with Violet House. Despite their agrarian profession, Roses throughout the ages have excelled in many fields; the most famous Rose was a legendary tactican, and the opera The Charge of the Rose Lancers is considered one of the finest pieces of music ever produced. Their capital planet is Dumelia, and its spaceways, supplying Faerin itself, are among the most heavily-protected routes in the Imperium. Their family wing-colour is pink.
Foxgloveâs Mantle: The industrial powerhouse of the Imperium, House Foxglove produce many goods and provide most of the vessels used in Imperial Fleets. The region is rich in resources in the form of asteroid belts and lifeless, metal-rich worlds, and the gas giants are used as vast manufacturing complexes. They pride themselves on their honesty and hard work, and have little patience with elaborate courtesies of others â relations with Lily House being particularly strained. They are, at present, in alliance with Holly House to provide military protection to their vital assets. Their family wing-colour is lilac.
Delphinionâs March: A centre for commerce, the March has birthed many great diplomats and spokesmen, as it tends to be a melting pot of many of the regionsâ people. Excellent manipulators, cultured and urbane, at home in any company and able to turn a conversation on a dime, they are considered the power behind the Violet throne, yet have never shown any interest in obtaining the throne itself. They are almost considered a sub-set of Violet House, and the interbreeding wing-colours are exceedingly common (Delphinionâs are blue) Their capital planet is called Larkspur.
Violetâs Flower: A high-tech region, where many of the Imperiumâs technologies have been developed, from the entangled quantum communications, to the organic tech of their ships (suspected by other governments, but never proved), to the Reaper Drive, it is one of the most progressive regions. This near-monopoly, as well as their progressive attitudes, has ensured their near-limitless wealth. Violets are scientists, and while they are not the most polished in social situations the Delphinions usually make up for this lack, along with the biological weaponry that are Violet Houseâs speciality. Their family wing-colour is a dark purple. Their capital planet is Morningstar Prime, although at present the Violet family reside on Faerin, the ancestral homeworld of the Siridar.
Siridar Imperia: Not a region as such, this is the central system of the Imperium, in which Faerin orbits. Violence has long been forbidden in the imperial system, but as the Siridar are not fools, there is always a large military presence in the system â the Imperial Home Fleet, plus the elite First Infantry Regiment of the Siridar, the Praetorian Guard. It is also protected by a complex network of gravity barriers designed to disrupt warp travel into the system, placed out in the Oort Cloud. The political and mercantile capital of the entire Imperium, it is the primary port of call for many merchants and visiting diplomats, all under the watchful eye of Emperor Seras Violet XVII.
IMPORTANT PLANETS
FAERIN: The capital world of the Imperium, the social and political centre of the nation. The three moons of Faerin comprise the primary tier of its close-in defences â they are all vast military bases designed to defend the homeworld, each ruled over by a merit-appointed Chevalier Duke. On the planet itself, form is everything. The vast Parliament of Stars building towers three miles into the sky, dwarfed only by the colossal Imperial Palace at the centre of Siridis. It is a place of culture and diplomacy, of politics and intrigue. Each House, from the greatest to the smallest, maintains a residence there, making up much of the Shimmering City of Siridis, and most of the rest is comprised of the myriad diversions to entertain said nobles.
The other most notable feature of Faerin is its Glitter Band, a huge orbital ring of industrial stations, docking ports, hotels, orbital cities, defence platforms, shipyards and asteroid pleasure-domes some forty thousand strong.
Morningstar Prime: The home base of House Violet, it is known for its high technology and large population, as well as for the fact that it has no Glitter Band. All Violet research is undertaken in moons converted for this purpose, or in remote and well-defended research posts, an orbital ring considered too dangerous. The Purple Palace is currently administered by its castellan as the Violet family themselves are on Faerin. Nevertheless, Morningstar Prime is a powerful commercial world and many innovations have been developed there. Morningstar Prime also houses an impressive collection of artifacts, produced or gathered from around the galaxy in the many years of House Violet's scientific exploration and all tucked safely away under myriad lock and key in the catacombs riddling the planet. Few non-Housemen, and even fewer foreigners - and then at an executive order from the Emperor - are permitted to enter the labyrinth.
Lenten Prime: The base of House Hellebore, it is their greatest stronghold and last redoubt. The planet, riddled with caves, contains a vast neural network of computers which sift information from the galaxy and use it to House Hellebore's advantage. The Hellebore Palace, or White Cenotaph, as it is often known, is the resting place of the Diadem Duke and his family.
Dumelia: Home of House Rose, Dumelia is a rich world. Farms cover its surface, growing food for Faerin and other industrial worlds, fine champagne from its vinyards and other powerful spirits are considered some of the finest produced. It is heavily protected because it is a vital supply world, as are its string of agrarian moons - five of them. It is one end of the Artery route which supplies the planetary construction facility of Concorrant with the food needed for its continued survival.
Regale: Home of House Lily, it is a hedonistic pleasure-planet given over solely to this pursuit. Some of the best casinos and pleasure-palaces in the galaxy dot its surface, and the aerial light shows of fireworks and satellite beams are not to be missed.
Concorrant: De facto capital of House Foxglove, this vast gas giant has been converted into a gargantuan planetary construction facility. A webwork of cities, vast manufacturing plants and warehouses fill the 1G habitable zone, supplied with raw materials and food from many spaceports. Below the 1G zone hang the power plants, vast TDPD reactors strung near the planetary core, and also Tartarus, the prison of House Foxglove. Time on the planetary construction arrays is a publically traded commodity, and brings in vast revenues for Foxglove from the corporations - and sometimes the mega-rich of the galaxy - which hire it out. Further, Foxglove's machinists and artisans are the finest in the galaxy and any custom ship, if it is within the bounds of science, can be built by them. The planet's master is the Viscount of Creation, Aurelius Foxglove.
Tarona: The construction facility of House Violet, it is a large moon in geostationary orbit over one of House Violet's most productive research stations. It is here that many high-tech devices are manufactured, and its sister moon serves as a testing ground for said products and the fruits of research on the planet below. The Siridar here research the most forbidden technologies, and answer only to the Emperor, but the secrecy is so absolute, so complete, that not one shred of evidence ever makes it out of the system.
History: The Siridar race originated on Faerin, a relatively low-gravity world, in ancient times, descended from an avian species that ruled its skies. They were, and still are, highly clannish, inextricably linked to their extended family. It is for this reason that arranged marriages are common in the upper echelons of Siridar society, and alliances sealed by marriage are taken extremely seriously.
In ancient times, the Siridar split into their clans, the present-day Houses that comprise much of the educated and noble classes of the Imperium. These warred with each other, and, frequently, with themselves, one internal faction attempting to overthrow the other in bloodshed. The planet was in a more-or-less constant state of warfare, and birth rates were extremely high as a consequence â more soldiers for the war machine. Few Siridar lived to see their fifth century, let alone the full millennium. This relentless breeding, and reckless consumption of their natural resources, drove technological advancement in many areas and also turned their homeworld into a wasteland.
Eventually realising the danger, eight of the most powerful Houses banded together under House Bluebell and its charismatic leader, Eleusis, and left their doomed planet far behind.
Unfortunately, Eleusis was assassinated as they left Faerin for good, and the shaky Flower banner quickly splintered off, the Great Houses leaving to carve out their own little empires in space â the present-day regions of the Imperium.
Thus, the Siridar grew, separately, warring and allying with themselves, and their ancestral homeworld was more or less forgotten â until reclusive House Violet forged the warring clan-empires together into a cohesive whole â the Imperium â with the goal of returning Faerin back to what it once was.
The effort consumed centuries, and countless Siridar lives, but eventually their homeworld was as it was described in the ancient recordings and stories, and for the first time in millennia the Siridar were united; they had a common interest, their ancestral home. And thus, through lengthy negotiation, rather than warfare, the present oligarchic system, with a House being chosen as Imperial every time their succession faltered or insanity threatened, was born, and the foundations of the modern, civilised Siridar were laid.
National Strengths (Non-Militarily):
Load-Bearing State: The Siridar Imperium, with its enormous population and consequently gargantuan spending power, is very much one of the underpinnings of the galactic economy. Her corporations have holdings in many other powers, often quite substantially.
New Hollywood: A banner of civilisation and culture in the galaxy, Faerin and Larkspur are enormously influential.
Cargo Cultist: Siridar juggernaut freighters haul hundreds of thousands of tons of goods â each â and there are thousands of them in the vast Siridar Merchant Navy, âenough to blot out the stars.â This means gargantuan revenues from tariffs and docking fees even if individually theyâre miniscule, and the use of Imperial protected trade routes generates more money.
Weaknesses (Non-Militarily):
Cracks in the System: The minor Houses are gaining more and more power and support and clamour to have their own individual votes in how the Imperium is run, rather than the collective voice they hold in the Parliament of Stars. The seven Great Houses, eager to retain their exclusive hold on power, do everything in their power to halt this; legislations, diplomacy, sops to the commons, assassination of key opposition figures, anything. Nonetheless, the issue springs up every generation, and is usually viciously put down.
Bloody Bureaucrats: âClass B amphetamines for medical usage fall under the domain of the Department of Drug Regulation, while Class A amphetamines fall under the jurisdiction of the Drug Administration Board. To prescribe Class B drugs a Medical Practitioner Dispensary Licence DV-12 is required, obtained by filling in form HVCCD-114A, completing the requisite training course at an approved training centre and paying an administration fee of 700 imperials. To prescribe Class A drugs a Medical Practitioner Dispensary License DV-19b is required, obtained by filling in form...â The Siridar Imperium is vast, and each region has its own set of standards regarding what may be imported, local bylaws, permits and so forth. It is extremely difficult, under normal circumstances, to get an appointment to see, for example, one of the House Lords â even if you are a representative of a foreign power, and as for seeing the Emperor himself...
Traditionalists: The old ways are best...Siridar live for a thousand years, give or take a decade or two, and certain ways of doing things are entrenched in their mindset. Thus tactics are elaborate and somewhat slow â not a good thing against a nimble enemy, and slow to change.
Whatâs In A Name: The Great Houses trade heavily on their names, levering their scions and dependents into positions of power and authority in a complex webwork of favour and counter-favour. This means that people who arenât necessarily qualified for a job sometimes get it.
Population Traits:
Eureka!: The urge to get down and find out how the hell something works is ingrained very deep in the Siridar psyche, more prominent in Houses Violet and Foxglove than some, but present everywhere nonetheless.
Beauty: The Siridar are generally thought to be beautiful, at least to humanoid species â and their tinkering with their genetic code has only reinforced the image.
Weak: The Siridar are descended from avians, and that means hollow bones. Their tall, willowy forms (thanks to the low gravity of their homeworld) and those hollow bones mean they donât stand up well to high accelerations â they wouldnât stand a chance in a strikecraft, hence why they try and use drone fighters wherever possible.
Military Traits:
Turtle!: The Siridar abhor loss of life â their own, that is - they couldnât care less about other races in this regard. Thus, their ships and stations are heavily armoured and defended, their point-defence systems and shields second to none. If they have to go to war, they prefer to do it from a distance, inside very well-armoured, large ships, thank you very much, and leave the dogfighting to the drone fighters. It makes their vessels lumbering, but extremely powerful.
Dreadnaughts!: The Siridar build big and strong, on the basis that a dreadnaught can take a lot more punishment than a fighter can. It is because of this, and because drone fighters donât need life support and other expensive sustaining technologies, that they have a surfeit of ships towards the super-capital end of the spectrum.
Space Trenches: Past masters of defense, the Siridar know â and use â every trick in the book to keep their vessels and planets alive. They also excel at system defence â space fortresses and gravity barriers, ground-based missile batteries, planetary shields, bomb-salted asteroid fields, killer orbital defence grids, the works.
Ghosts in the Machine: Siridar vessels are highly automated â many of their smaller craft, such as fighters and corvettes, are completely autonomous, designed to reduce the loss of Siridar lives. After all, if you live for a thousand years, you arenât going to want to pop your clogs at two hundred. It is for this reason that the ground army is also drones.
Better than Your Defence: Most of the Siridar R&D military budget goes straight into new defensive systems for their vessels. While Siridar commanders arenât exactly cowards, they want to have the very best chance possible that theyâll survive. It is to this end that Siridar ships have prodigious arrays of point-defence weaponry â pulse meson-laser cannons, flak launchers, bomblet catapults, oxygen-tipped concussion countermissiles, wide-aperture gravity cannons, precision-targeted X-ray DEW clusters, not to mention the layers of heavy-metal armour, crystalline composites, reflective coatings, insulation, coolant conductor lines, triple-redundancy components, and highly superior shields.
Ugh, down there?: Siridar donât do boarding actions, and only rarely resort to ground invasion. They prefer total space superiority, their doctrine of Astra dominus; after all, you could invest billions in ground forces, or alternatively you could buy a nice simple battleship and shell the army into oblivion from on high, where they canât reach. They arenât good at holding planets once their space defences go down, nor are they good at actually capturing them.
Ceremonial: The Siridar Stellar Service hasnât fought in centuries, its role reduced to more ceremonial duties. The only units with experience of fighting are the Border Fleets and House Hollyâs rapid-response Berryguard. As such, all tactics and strategy are theoretical, and wargames to test these are rare.
Oh, must we?: War is not regarded highly by the common Siridar, despite (or perhaps because of) their ancient blood-soaked history. The potential for hundreds of years of wasted life does not appeal to them in the least, so punitive wars especially can be met with fanatical resistance. They donât like coming to the aid of their allies in terms of military force, either, unless thereâs a substantial economic bonus in it for them â be it keeping the enemy off their own production worlds or, to be blunt, a bribe.
Stealth on the battlefield, old chap? Thatâs unsporting!: Exactly what it says on the can. The Siridar donât creep around like a bunch of Wheezing Willies when it comes to space battles â or land battles, come to that. Their forms are highly distinctive anyway, why bother to hide it? Enemy to the front of us, letâs have at them! is their way of thinking.
Civilian Yards: Itâs been so long since the Stellar Service really fought that there are only a handful of dedicated military shipyards in the entire Imperium. If war broke out and many of their ships were destroyed, it would be a long time before civilian yards could be retrofitted to fill in the gaps.
The Expense! The Hideous Expense!: Put very simply, maintaining a space-fleet is ruinously expensive, especially as thereâs been no real need for it for centuries. The government will, naturally, be averse to increasing spending dramatically.
The Noble Navy: Each Great House maintains its own security forces in the form of the House Navy. In times of war, they supplement the Imperial Navy, but there are often conflicts and a delicate balancing-act is needed to keep all the admirals, often from Houses with less than amicable relationships, working smoothly as a unit.
The Army? That Rabble?: The army has long fallen into disfavour with the Siridar, and the Stellar Serviceâs power has waxed in compensation. Consequently, the army hasnât been updated in some time. The army is very small, compared to the other powers, but makes up for it in part by using drone soldiery; tougher, far more durable and incapable of fear, for a start.
Technical Traits:
Flash: Elegant and aesthetic are the keywords of Siridar technology. Their ships are ornate, their technology sleek and streamlined. Production times might be a fair bit longer, but it looks good and it works extremely well. âSiridarâ is a byword for exquisite engineering and workmanship.
Biowanker: Genetic engineering is the Siridarâs friend. From gestation factories that churn out missiles by the million from a primordial soup of nutrient slime, to heart-stopping beauty in their own kind, medicines that literally grow on trees, specialised crops that feed on trace minerals and produce solid gold flowers and more, they exploit it to the full. They have no qualms about messing with their double-helix, or the double-helix of other species, sentient or otherwise. Neural systems abound in their AIs, and bioweapons are a passion with certain Houses.
Man-Machine Interface: Used by the Siridar for controlling their ground drones from afar, as well as for piloting drone fighters. A neural web can link the controlling dar to the armoured unit, often over many miles.
The Rolls-Royce of Space-Fleets: Yes, all that painstaking work does pay off in snazzy ships, superb engineering and excellent reliability, but if youâre on a war footing you want modular, plugânâplay, hot-off-the-construction-lines-and-into-the-fray, things that can be assembled quickly. Frankly, the Siridar donât have any truck with that sort of thing. They respect craftsmanship, not robotic construction lines.
Historical Traits:
Diplomatic: Juggling the conflicting demands of the seven Great Houses, the hundreds of Houses Minor, soothing the prides and massaging the egos of the Lords and Ladies of the Siridar Court has given them a natural insight into how to be diplomatic. The enormous cultural influence of Faerin and Larkspur further helps them with the image of being civilised and reasonable.
Hyper-Technologies:
Gravity-Wave Weapons: The Siridar vessels mount relatively few offensive weapons, reserving most of the space for point-defences and shielding, but those they do carry are highly destructive, not to mention esoteric. Chaos-gravity shot plays merry and unpredictable hell with the enemy, blasting hulls apart or condensing them down to a superheavy ball, turning men into red mist â itâs impossible to predict exactly what chaos-gravity will do, only that it will be destructive in the extreme.
Shields!: We donât want to be killed very easily, thank you very much, so give us some decent shielding, scientists! This was the cry of every Servicedar, and billions of imperials are continually channelled into the field-effects department of Imperial research, continually improving, reinventing and refitting the shielding systems on Imperial ships, rendering them far superior to other racesâ, the very cutting-edge of energy defence.
Field Control: The Siridar fascination with gravity and its manipulation manifests itself in almost every aspect of Siridar life â suspensor belts for the elderly, gravity-condensed metals and metalloid compounds, a host of very nasty weapons indeed and more abound in the Imperium.
Enerjax: Their initial experiments into gravity and gravity-wave induction theory were incredibly energy-intensive, necessitating the development of an exceptionally powerful energy source before the technology could move from the theoretical to the practical. Dimensional taps resulted in the Enerjax technology, called cavitronics by the Siridar, and it is this which powers their ships and weaponry.
Special Trait:
Civilised: The Siridar are cultured and urbane, witty and debonair, the embodiment of civilisation. Their thousand-year lifespan gives them an unparalleled store of background knowledge and anecdotes to call on, and Faerin and Larkspur are centres of culture of galactic importance and influence. This good image and courteous behaviour to all contributes significantly to good relations on the galactic stage.
MILITARY
Doctrine: Astra dominus is the motto of the Stellar Service. Heavy line-of-battle dreadnaughts, civilising (the Service euphemism for âshelling into submissionâ) planets from on high, and crushing force, are the mainstays. Itâs all very well having a big land army, runs the thinking, but when a battleship can obliterate it with a few well-placed kinetic harpoons, itâs a bit of a waste of money.
Ships of the Siridar Stellar Service
Class Name: Retribution
Category: Dreadnaught - the very largest line-of-battle vessel the Siridar field, and very probably the biggest dreadnaught-class constructed.
Combat Designation: It is designed to be the spearhead of an assault, the lynchpin of a defence. Not to be trifled with.
Armour: 9.5/10 - Triple-redundancy defence nets comprising pulse meson-laser cannons, oxygen-tipped concussion bombs, flak launchers, bomblet catapults, EMP pulse generators, wide-aperture gravity cannons and countermissiles provide an almost-impregnable counter to incoming missiles, projectiles and fighters. This is then coupled with a highly-advanced metallopolymer biweave base layer and many alloy armours layered together with a crystal reflective matrix that protects against electron weapons and most energy weapons, results in a superbly-armoured vessel. It is also extremely slow, thanks to the enormous weight.
Shields: 10/10 - Multiple hex-cellular Rizon Systems defensive gravity screens, particle shields and energy-dampening screens comprise the primary tier of this vesselâs shields. It mounts six full sets of shields, each with their own dedicated darkmatter reactor system, and furthermore Siridar neural AI systems direct the shielding dynamically â strengthening or reducing the shield in a small area to take the shot, drastically reducing total power consumption and allowing them to take far more hits before collapsing.
Reactor: 10/10 â A serried array of Concorrant Industries âCreationâ Mk VII darkmatter reactor taps provides all the power the ship could possibly need. High-capacity bio-neural conduits provide optimal power redirection, essential for some Siridar shielding technology.
Sensors: 6/10 â the range of the sensor systems aboard a dreadnaught is not the best; the dreadnaught is best employed in direct line-of-fire engagements or with spotter ships.
Jump Drive or Reaper Drive: Jump Drive
Sublight Motors: 2/10 - Sixteen Luminary Systems âLoreleiâ reactionless gravity drives.
Armament: 8.5/10 â The mainstays of its offensive weaponry are the twin banks of Luminary Systems âObliteratorâ Mk VII Chaos-Gravity Projector Cannon that are mounted as bow chasers at the front of the vessel. They have the capacity to hurl a continual barrage of chaos-gravity shot at whatever comes under the sights of their gunnery officers, a deadly fusillade that few ships can survive for long.
The bow chasers are supported by twelve batteries of Drexler Corporation âHellfireâ pulse-plasma cannons, arranged in groups of three across the dorsal and ventral surfaces of the dreadnaught. The forward batteries are further supplemented by eight super-heavy âHeliosâ ion beam cannons capable of turning eighty percent of a planetary surface to glassy slag.
Broadside firepower is provided by phalanx arrays of gravity cannon in the same class as the bow chasers, intermixed with pulse-plasma cannon batteries, and rearward firepower, around the gargantuan engines, is provided by eight more ion beam cannons in gimballed mounts.
The dreadnaught also mounts eighteen powerful Drexler Corporation eight and twenty-two ring missile launchers in a spinal configuration, nine running along the dorsal axis of the ship and nine running along the ventral axis.
It is these missile launchers with their highly variable payloads that provide the true terror of the ship to planet-bound forces. While the other cannons of the ship can glass the planet, the missiles can carry House Violetâs specialty, bioweapons bred in the myriad labs of that House and scythe the planetary surface â or a ship - clean of all life, a blank slate for occupation, bomb it into submission from high orbit, or rain down a hail of kinetic harpoons and a myriad of other ordnances.
Hangar Complement: None
Special Equipment: A prodigious array of planetary-bombardment-specific ordnance, from kinetic harpoons through to multi-megaton TX-10 fusion warheads, sterilizer bombs, atmospheric deprivation weapons and more. A Retribution dreadnaught can also carry the Siridar superweapon. Retribution-class dreadnaughts also act as Fleet Command - the myriad systems of the class provide massive fleet support allowing for great coordination of tactics and firepower. The commanders of these vessels - usually Knights of the Imperium - inspire their fellow Siridar and are experts at fleet-level actions. Many also have diplomatic training.
SINS Covenant (and descendants)
Class Name: Covenant
Hull Size: Carrier â the largest vessel, aside from megafreighters, that the Siridar construct.
Combat Designation: Carrier platform.
Weapons: 5/10 â The carrier is not intended to engage in battle directly â it can provide supporting fire in the form of its prodigious twenty-two-ring missile batteries, but possesses few direct-fire weapons and is not meant to be in the vanguard of an assault.
Engines: 4.5/10 â Sixteen âLoreleiâ reactionless gravity drives, but the carrier is so enormous, thanks to its gargantuan crew and multiple repair and launch bays â capable of completely rebuilding a destroyed fighter or corvette â that itâs still extremely slow.
Armour: 6.5/10 â While it is relatively heavily-armoured, the large surface area it presents, and the delicate repair and launch bay machinery, which donât take well to armouring, mean that it is less well-protected than the norm, but still perfectly adequate for the role the carrier is expected to play.
Shields: 7.5/10 â Its shielding systems are powerful, in order to give it survivability in the event of coming under attack by a powerful force â long enough (it is hoped) for the line-of-battle ships to come and relieve the carrier.
Reactor: 10/10 â a spinal array of darkmatter reactor systems provide all the power the vessel could possibly require.
Point-defences: 8/10 â A triple-redundancy powerful defence net comprising turreted pulse-plasma cannons, oxygen torpedoes, flak launchers and countermissiles provide a powerful counter to incoming missiles, projectiles and fighters.
Sensors: 10/10 â The Covenant has to have top-of-the range sensor systems and enormous processing power to be able to feed accurate data to its 10,000 strong fighter fleet.
Other:
SINS Raja (and descendants)
Class Name: Raja
Hull Size: Battleship
Combat Designation: Line-of-battle assault
Weapons: 8/10 â 10x Luminary Systems âObliteratorâ Mk V Chaos-Gravity Projector Cannon comprise the bow chaser array of the Raja, but its true strength lies in the broadside. The broadside firepower of a battleship is quite great, with volleys of fusion-tipped gauss projectiles hurled out by two hundred automated batteries accompanied by narrow-aperture gravity bursts from a hundred spinal-mounted âShattererâ Mk VIII Chaos-Gravity Projector Cannons and twenty Luminary Systems âStarfire Lanceâ Mk X ion beams, ten fore and ten aft.
Further, battleships carry substantial missile magazines and have many missile launchers. Their relative lack of beam weaponry makes them ill-suited for long-range assaults once their missile complement has been exhausted, but at close range they are deadly. Tests with directed-beam weaponry and mirror to address this lack of long-range support, and trials are underway. The battleship also has substantial planetary-bombardment capability.
Engines: 4/10 â Eight âLoreleiâ reactionless gravity drives
Armour: 9/10 â A slightly lighter chassis than the super-heavy dreadnaught, it cannot support the same weight class of armour. Its shielding systems are still heavy, although the basic Raja design has been in service for over four hundred years, and the systems of these battleships are often correspondingly old â and updates can be unpredictable.
Shields: 8.5/10 â The Raja uses much the same technology as that adapted for the dreadnaught, although there is only space for four heavy shielding systems and their darkmatter power sources. Slightly older shielding systems are usually mounted on the Raja, reducing their efficiency somewhat from the bleeding-edge wraparound shields on the newest ship classes to roll out of the design yards.
Reactor: 10/10 â a spinal array of darkmatter reactor systems provide all the power the vessel could possibly require.
Point-defences: 9/10 - Triple-redundancy defence nets comprising turreted pulse-plasma cannons, oxygen-tipped concussion bombs, flak launchers, bomblet catapults, EMP pulse generators, wide-aperture gravity cannons and countermissiles provide an almost-impregnable counter to incoming missiles, projectiles and fighters. The only issues with the PDS system is that in the heat of battle, with a great deal of ordnance in space, gaps in coverage may occur as the governing AI and controlling officers prioritize certain areas to minimize damage to critical points at the expense of others.
Sensors: 6/10 â The battleship is primarily a close-combat line-of-battle ship; thus its sensor range is not the greatest. To improve this, spotter ships sent ahead of the fleet can be used.
Other: Planetary bombardment ordnance (see dreadnaught.)
SINS Imperia (and descendants)
Class Name: Imperia
Hull Size: Heavy Cruiser
Combat Designation: Heavy raider, goes around in hunter-killer squadrons of three; useful in conjunction with the dreadnaughts for punching through a defence line.
Weapons: 8.5/10 â 50x Luminary Systems âObliteratorâ Mk V Chaos-Gravity Projector Cannon comprise the bow chaser array of the Imperia, a substantial improvement on the ageing Raja as it is a far newer design. These are further supplemented by 24 âStarfire Lanceâ ion beam cannons in gimballed mounts, twelve on the dorsal side and twelve on the ventral side. Finally, a hundred Drexler gauss carronades, fifty a side, complete the direct-fire armament of the Imperia cruiser. It also carries a ventral spinal array of eight-ring missile launchers, equipped as standard with fusion cluster-torpedoes and oxygen-concussion missiles.
Engines: 7/10 â Ten âLoreleiâ reactionless gravity drives, coupled with the comparatively light capital chassis and the reliance more on shields than armour make this vessel unsettlingly fast for its size, especially when compared to the Siridar norm.
Armour: 7.5/10 â A much lighter chassis than the super-capital class, it cannot support the same weight of armour plating that is standard â as a far newer design, its architects focused more on an impressive array of weaponry â to eliminate the enemy quickly â and the latest in shielding technology. Its shielding systems are state-of-the-art, providing superb coverage.
Shields: 9/10 â Its shielding systems are state-of-the-art, providing superb coverage, although there is only space for four shielding systems and their darkmatter power sources. Their energy-efficiency and controlling AI systems are unparalleled, allowing them to last far longer than simple shield-to-power-rating ratios would suggest.
Reactor: 10/10 â a spinal array of darkmatter reactor systems provide all the power the vessel could possibly require.
Point-defences: 9/10 â A reasonably powerful defence net comprising turreted pulse-plasma cannons, oxygen-tipped concussion bombs, flak launchers and countermissiles provide a powerful counter to incoming missiles, projectiles and fighters. There isnât space on the lighter, smaller chassis for triple-redundancy nets or some of the larger and weightier methods of deterrence â the ship must rely on its shields and speed to do its job.
Sensors: 7.5/10 â The Imperia hunts swiftly, and in a pack of three â they need to be able to pinpoint enemy weak points fast and accurately, and at a reasonable range to allow their captains to devise plans of attack.
Other:
SINS Valkyrie (and descendants)
Class Name: Valkyrie
Hull Size: Light Cruiser
Combat Designation: Light raider, very fast hunter-killer for dealing with destroyers, frigates and corvettes.
Weapons: 7/10 â Reduced in complement compared to its bigger brother, the Imperia, this ship is more meant to deal rapidly and efficiently with frigates, destroyers and various other smaller starfighter craft. As such, it boasts only eight light ion beams and a much reduced complement of gravity cannons. However, it does boast many EMP pulse turrets, designed for its interdiction role. It also bears many EMP missile racks.
Engines: 7.5/10 â Twelve âLoreleiâ reactionless gravity drives, coupled with the light capital chassis and the reliance more on shields than armour make this vessel suited for its role as police interdictor.
Armour: 7/10 â A much lighter chassis than the super-capital class, it cannot support the same weight of armour plating that is standard â and in accordance with its role, armour was sacrificed for speed.
Shields: 7.5/10 â Its shielding systems are in the same league as its bigger brother, a powerful defence against whatever pirates, criminals and enemies of the Imperium might dream up.
Reactor: 10/10 â a spinal array of darkmatter reactor systems provide all the power the vessel could possibly require.
Point-defences: 8/10 â A reasonably powerful defence net comprising turreted pulse-plasma cannons, oxygen torpedoes, flak launchers and countermissiles provide a powerful counter to incoming missiles, projectiles and fighters. There isnât space on the lighter, smaller chassis for triple-redundancy nets or some of the larger and weightier methods of deterrence â the ship must rely on its shields and speed to do its job.
Sensors: 8/10 â The Valkyrie hunts swiftly, and in a pack of five â they need to be able to pinpoint pirate vessels and criminal ships rapidly and efficiently in order to swoop in for the kill.
Other: A tried, tested and much-improved design, the Valkyrie is extremely durable. Due to its prevalence as a police vessel â often seen around Imperial trade routes â the Imperium can muster a substantial fighting force of these ships comparatively quickly.
SINS Mace (and descendants)
Class Name: Mace
Hull Size: Gunship
Combat Designation: Escort vessel; fighter-killer
Weapons: 5/10 â Incapable of inflicting truly serious damage on enemy capital ships, its weapons are geared to the annihilation of strikecraft, corvettes and other gunships. Repeating gravity cannon, microfusion gauss arrays, pulse-plasma turrets, flak launchers and other weapons deadly to smaller craft are much in evidence, while the powerful narrow-aperture gravity guns of the heavier ships, and also their beam weaponry, are conspicuous by their absence.
Engines: 8/10 â Six âLoreleiâ reactionless gravity drives and the small chassis â really nothing much more than a heavily-armoured gun platform â make it a fast ship, essential to be able to keep up with strikecraft and other small vessels.
Armour: 6.5/10 â
Shields: 6/10 â The shield systems are heavy, as are all Siridar defensive technologies, but there simply isnât space in a light gunboat for multiple arrays â once the primaries are gone, thatâs that.
Reactor: 10/10 â a spinal cluster of darkmatter reactor systems provide all the power the vessel could possibly require.
Point-defences: 9/10 â A powerful defence net comprising turreted pulse-plasma cannons, concussion bombs, oxygen torpedoes, flak launchers, EMP pulse generators, wide-aperture repeating gravity cannons and countermissiles provide a powerful counter to incoming missiles, projectiles and fighters.
Sensors: 8.5/10 â The Mace needs to be able to accurately track fast-moving swarms of strikecraft to direct its defensive power, thus it has a very sensitive tracking system.
Other:
SINS Zephyr (and descendants)
Class Name: Zephyr (colloquially a lancer fighter)
Hull Size: Heavy fighter
Combat Designation: Drone fighter â dogfighting and subsystem harassment.
Weapons: 4/10 â Four repeating microfusion gauss cannon.
Engines: 10/10 â Four âLoreleiâ reactionless gravity drives can run at maximal output as there are no living components to be squished, allowing the Zephyr to make turns and accelerations unattainable by manned fighters.
Armour: 5/10 â The fighter chassis is essentially armour, as no cockpit, life-support system and so forth are necessary.
Shields: 5/10 â See above.
Reactor: 10/10 â a darkmatter micro-reactor systems provides all the power the vessel could possibly require.
Point-defences: 2/10 â The fighter possesses two metalstorm cannon for missile and projectile defence. Thatâs it. Drone fighters are supremely expendable.
Sensors: 4/10 â The Zephyr receives its targeting data from its parent carrier, and last-minute current updates are handled by a relatively simple sensor system and dedicated AI.
Other: Zephyrs are manufactured by the million, and are near-ubiquitous in Siridar space. They are, however, particularly susceptible to psychic assaults due to the nature of the link between the drone and the controlling pilot on the carrier.
Siridar Superweapon
A relatively simple device, to the Siridar, and reliant on their ability to manipulate gravity, it nonetheless has incredible destructive power. A series of graviton generators powered by a darkmatter reactor encapsulated in a missile delivery system cause a catastrophic effect when fired into the local star â the Siridar call it a nova bomb. It obliterates whatever is in the stellar system in which it is used.
Needless to say, it is a last-resort.
Ground Forces
Defences:
Complexes:
Outpost - a small, remotely-operated monitoring station. Where time permits, these drill underground and use complex bio-organic networks to monitor the area (think the hyphae of a fungus). They are nonetheless quite tough, with three powerful shield generators, hex-cellular walls of Rinian steel, a hundred-megaton self-destruct device and several point-defence batteries against sappers.
Castellum: The standard basis for Siridar fortifications, the castellum is a basic defensive base, comprising a fourth-layer barrier wall complex, a number of light drone turret production facilities giving around a hundred and fifty light gravity or gauss turrets, several other production facilities, extensive monitoring abilities and a small C&C, usually sunk underground behind more gravity barriers for further protection.
Arsenal: A powerful defensive fortress, the Arsenal is designed to work in harmony with standard Siridar space doctrine. It is built in a concentric manner, comprising anywhere from four to seven tenth-layer gravity barriers - supported by six nexus towers each - hex-cellular walls, complex scanning-baffles and other ECM and ECCM paraphernalia. The nexus towers of the gravity barriers are heavily-fortified bastions, each one housing a powerful siege turret and a heavy turret production facility, each capable of maintaining fifty turrets as well as providing significant AA capability. The inner areas of the Arsenal station house siege batteries, capable of bombing targets hundreds of leagues away thanks to uplinks from orbiting satellites or starships, drone barracks and a C&C centre, as usual with powerful point-defence batteries to guard against kinetic projectiles and missiles.
Star Fortress: Designed to hold key points, these are often custom-designed to work with the terrain they are sited on. Complex geometry and reflecting gravity barrier walls minimize the effectiveness of shot, all important buildings are sunk deep underground behind further gravity layers. Super-heavy turrets patrol the labyrinth of barrier walls, and anti-air suicide drones and missile banks make an aerial assault nigh-impossible. Large staging and manufacturing areas are hollowed out underground, allowing forces to be assembled in relative safety and maximum protection. A maximum of three infantry drone facilities, four aerial drone complexes and two vehicle factories can be accomodated.
Citadel: The lynchpin of a Siridar ground defence, these gargantuan fortresses are large metropoli devoted to military means. Over two thousand super-heavy turrets swarm about their labyrinth of interlocking barrier walls, no less than twelve drone facilities can hammer out an army, a dedicated spaceport, guarded by extensible shields and enough AA and surface-to-space ordnance to bring down a battleship to ensure supply lines, and towering star forts form the core of this vast base and can rain down siege shells from afar.
Individual Structures
-Gnat-class Concorrant Industries Light Drone Turret - a light, manoeuvrable turret designed for perimiter defence of low-importance military facilities or high-security civilian operations. Equipped with two repeating gravity cannons and two fusion-tipped 14" gaussguns, its sophisticated tracking and surveillance system - comprising gravitic anomaly, visual spectrum, radio, UV and thermal ensures its effectiveness. It is particularly suited to disposing of infantry, light vehicles and light aircraft, but its relatively light armour and shield make it vulnerable to AT ordnance and heavy shells, although it does have some limited self-repair mechanisms and is hardened against EMP.
-Barrage-class Luminary Systems Ground-Air-Space Platform - a powerful, though slow missile platform comprising an organic extrusion facility, reaction complex and seven twelve-ring TX-10 missile launchers plus seven TA-5/TA-8 launchers and three point-defence ring batteries, coupled with the customary Siridar shield complex and armour plating. The wide arsenal that can be produced and fired makes this platform useful against heavy vehicles, aircraft of all sizes and even spacecraft. It is, however, unable to specifically target infantry, although this is something of a moot point when a TX-10 multi-stage fusion missile explodes nearby.
-Archon-class Luminary Systems Siege Cannon - A super-heavy stationary turret mounted on a high tower, this delivers awesome defensive firepower to the battlefield. Comprising no less than eight 20" napalm-fusion-tipped gaussguns, four expansion-web launchers, an electron ram and two torpedo tubes, this is designed to destroy large concentrations of enemy troops and fortifications from a distance. The torpedo tubes can be loaded with Violet plaguebearers to provide a terrifyingly effective infantry weapon, or with organo-tipped siege borers to destroy underground bunkers and shield generators, while the napalm-fusion gauss projectiles rain fire down on the enemy. Expansion-webs are designed, further, to shatter heavy vehicles and fortifications, while electron-rams rip apart the atmosphere to destroy enemy air and spacecraft.
-Lance-class Concorrant Industries Beam Turret - A heavy turret designed to dispatch vehicles quickly, it is armed with four independently-targetable Starfire Lance electron rams, an eight-ring missile launcher, a variable-aperture heavy gravity cannon and four shredder cannons. It is further heavily shielded with four gravity barriers, capable of self-repair and independent movement, although somewhat slow.
-Mangonel-class Concorrant Industries HE Turret - a specialized turret designed to break up enemy charges and demoralize the opponent, as well as destroy bunker complexes. Its eight bomb tubes can be loaded with a variety of ordnance, ranging from high-explosive TF-9 submunition bombs, through shrapnel and claymore devices, to napalm, white phosphorus, gravity shredders and even subterra borers.
-Carronade-class Luminary Systems Super-Heavy Turret - a heavily-armoured, shielded and armed turret capable of movement and self-repair. It bears eight variable-aperture heavy repeating gravity cannons, each independently-targetable, sixteen shredder cannon, four starfire lance electron rams in spinal mounts, two expansion-web launchers and an experimental mirror-beam weapon mounted front and centre.
-Circe-class Rizon Systems Barrier Complex - the standard Siridar shield generation facility, heavily-armoured and equipped with point-defence batteries to defend against incoming kinetic projectiles and subterra borers. They automatically bury themselves in the ground when deployed, and generate the characteristic Siridar gravity barrier walls, which arc over the entire base. When linked in systems, they can both reinforce each other and spot-shield, reducing power usage. It has a limited self-repair ability.
-Deity-class Global Orbital Defence Platform - the standard Siridar orbital defence platform, this is a versatile and heavily-armed and armoured fortress, equipped with powerful batteries of every point-defence device the Siridar have in production, a phalanx array of variable-aperture dreadnaught-class heavy gravity cannon, an ion beam capable of leveling ten per cent of a planet, seven batteries of repeating gauss turrets of battleship standard and large banks of twenty-two-ring fusion missile launchers.
Ground Troops:
((More to come...))
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