Introduction to this Age

Feilans have finally entered the realm of space in their solar system, a vast area, full of exotic planets and phenomena. The colonies created by the old Edwinish Party have developed into a new faction, the Dmitrians, whom are descended from Feilans, but whom have developed a separate cultural identity from their colonial forefathers. At the edge of the system lurks the formidable faction known as the Immortals, a group of furs whom have used technology to live forever, in a constant state of hostility with Feila and Dmitri, both of whom are on tense enough relations as it is. All natives are furry (Skin Avian are present here too). No native humans.
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JamesG
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Introduction to this Age

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JamesG
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Re: Introduction to this Age

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History-------------------------------------

The First Conquest of Space

Age of Cyborgs + 10 years

Edwin's embargo on manned space flight is rendered unenforceable by new technologies a few years after the Age of Cyborgs. The Party decides that if it cannot control access to space, it will dominate space instead. Edwin launches an exhaustive program of colonization throughout the solar system, constructing military bases on many bodies, then larger colonies. At first dozens of feilans are launched into space at a time, than hundreds at a time, then thousands as larger and larger launch vehicles are constructed. The other nations also begin operations in space, but to a lesser degree.

A Party Falls

Age of Cyborgs + 80 years

The restrictive policies of the Party are putting a severe damper on technological development. The more liberal nations such as Gawain and Piriqui are quickly pulling ahead. The Party responds by ever so slightly loosening its grip on the populace, however this very quickly spirals out of control. Superior technology smuggled in from the other nations allow people to pursue various intellectual freedoms without detection. The Movement opposite the Party gains a tremendous deal of momentum and power. Civil unrest becomes an increasing concern. Acts of terrorism against the Party commence.

Age of Cyborgs + 90 years

When the Party feels that it is about to lose control of the situation, it deploys its secret Ultra-Gamma Radiator tanks and installations against its own population. Entire cities are rendered lifeless, tens of millions die over the span of a few seconds, and the number grows at an alarming rate as days pass. The nation explodes into civil war, chaos ensues, and, to make matters worse, neighboring Gawain decides that enough is enough and declares war. Gawain attacks Edwin from the west, Domus soon joins from the east. The war only lasts months, but it leaves most of central Edwin poisoned. The land surrounding Old Nottingham Town, and the city itself, is rendered completely uninhabitable. Orbital weaponry create a substantial cloud of debris, rendering spaceflight impossible and cutting off any colonies established before the war.

The Third Revolution

Age of Cyborgs + 110 years

A joint Gawain-Domus peacekeeping force maintains order for many years before long-buried ethnic identities and cultural heritage finally resurface among the population. Six small nations form based on six of the original provinces (Lancashire, Fortriu, Yorkshire, Wessex, Sussex, and Kent). Central Edwin remains inhospitable and unclaimed. Peace finally returns to southern Feila.

A notable participant in the war with Edwin was the next in line for leadership of Domus' monarchy. His experiences in the war lead him to see the corruption inherent in his government. The feilans responsible for teaching proper leadership skills to the next in line have developed their own political agendas, and their teachings no longer take into consideration the best interests of the people. Upon taking the throne he removes them and instates a parliamentary system, significantly reducing (but not eliminating) the "emperor's" powers while placing the people once more in control.

The Kahunian Holocaust

Age of Cyborgs + 115 years

The various warring factions of Kahun are beginning to coalesce into a single force. A number of extremely large and costly raids deep into Maze follow. The fortress at Duero is overwhelmed and the fortifications destroyed. The dictator of Maze makes the unilateral decision to end the Kahunian threat once and for all: he orders the widespread bombardment of Kahun with surplus nuclear and biological weaponry smuggled in from the ruins of Edwin. The initial attack levels any remaining cities on the continent and makes radioactive deadzones of the land along the entire length of the Nile river. The reptile population is decimated.

Gawain and Domus react swiftly with the destruction of the remnants of the Mazan military and the removal its government from power. Domus security forces take responsibility for managing both Maze and Kahun. Fallout and other poisons eventually blanket the entirety of Kahun and, carried out to sea by the Nile, even reach as far as the eastern coast of Piriqui.

Feila and Beyond

Age of Cyborgs + 125 years

Over the years both Yamaha and Piriqui join the Gawain-Domus coalition originally founded during the Edwinish War and the organization grows to become a loose world government.

Domus retains its responsibility for Maze.

The world government makes the first significant surveys of the Kahunian wastelands. They find a land slowly recovering from the aftermath of Maze's war of genocide. Only about twenty million reptiles inhabit the somewhat toxic lands, living by way of subsistence farming or hunting, generally uninterested in the outside world, or even what lay beyond the nearest horizon.

In other news, pollution and war have accelerated a previously unnoticed global cooling trend. Temperate zones have shrunken, leading to concerns of future food shortages. The northern coasts of Yamaha and Piriqui and the southern coasts of Gawain and Domus are now thoroughly arctic. The northern cities of Narvik and Naklin in the Arctic Isles have moved partially underground or beneath large domed enclosures. Despite a climatic turn for the worse, the standard of living and GDP per capita in Rike Arktic remain high.

Age of Cyborgs + 150 years

For the past century, matters of terrestrial importance have gripped the nations of Feila. Only now that Feila has achieved some semblance of peace, stability, and liberty, have Feilans turned their eyes back to the heavens.

The solar system is not devoid of life, either. Over the years the stranded colonies of Edwin and Yamaha have persisted. Some immediately died off, but others grew and flourished, developing cultures all their own or holding to the original ideals of the Party.

Age of Cyborgs + 160 years

First contact with Dmitri.

Over the last hundred years, the cooling climate led Feilans to adopt the long and elaborate attire common during the eighteenth century, along with many of the mannerisms and customs. They were immediately disturbed by the Dmitrians, many of whom were essentially naked, adorned with elaborate piercings, exhibiting radical genetic modifications, or covered with animated tattoos in various bright neon colors. Conversely the Dmitrians were put off by the archaic sensibilities of the Feilans.

Age of Cyborgs + 170 years

Feila begins construction of the great Intrasolar stations: Manchester, in orbit around Hufel; Alean'th, in orbit around Feila; Divinney, in orbit around Rhaeadr; Willis Bree, around Scharnhorst; Jang, trailing Dmitri in one of the Lagrange points; Xeros, in orbit around Atalfa; and Skj'Idebrand, around Nantes.

Tensions between Feila and Dmitri begin to rise. Dmitri becomes concerned that the enormous population and industrial capacity of Feila would swallow them up if they were allowed to gain a foothold in the solar system.

The Scharnhorst Incident

Age of Cyborgs + 185 years

On the 3rd of July, 2335, a significant portion of the Dmitri fleet, including one of the massive, refitted colony ships, began moving in-system. Officially the fleet was said to be taking part in various military exercises.

When the fleet passed through the Felecis asteroid belt during November and December, the Feilan world government demanded it turn back to Dmitri. When Dmitri failed to comply, Feila mobilized the entirety of its provisional fleet. The provisional fleet left orbit on the 5th of January, 2335, stopped briefly at Rhaeadr to aid in fortifying the planetary defenses there on the 7th of February, and continued on to Scharnhorst.

The Feilan provisional fleet arrived at Scharnhorst on the 27th of March. The Dmitrian fleet arrived a day later. The two fleets vied for advantageous orbits over each other for more than a week as the two governments quarreled. Both governments perceived a grave threat to their continued existence and freedom, and neither was willing to back down.

At 4:13, on the morning of April 9th, 2335, the Dmitrian cruiser DSC0405 opened fire on HMS Fleming without warning or provocation. Within minutes, both fleets were embroiled in combat which would continue for a full seven hours before heavy casualties on both sides forced a mutual withdrawal. Both the Willis Bree Intrasolar Station and much of the industry within the planetary ring system were heavily damaged.

An investigation into the instigating moments of the battle revealed that the DSC0405 had opened fire without orders from the fleet commander to do so. Further investigation revealed the captain's ties to the Immortals Club. These ties lead to others, and soon a vast web of corruption and meddling encompassing both governments was revealed. The Immortals Club vanished from both Feila and Dmitri almost overnight.

Three weeks after the incident, four kinetic rounds fired from mass accelerators in orbit around Dmitri during the incident impacted the Jang Intrasolar Station, crippling the station and almost reigniting the conflict. Strict discipline and an acknowledgement of the unavoidable physics of combat in space kept the peace. Unfortunately all hands were lost before rescue craft could reach the station.

While infiltration had almost triggered a war, the political and cultural tensions between the two major powers were very real. These tensions only heightened when Feilan military analysts concluded that Dmitri would have eventually won had the conflict continued. Feila responded by massively increasing the production of spacecraft and weapons. Dmitri responded to the military buildup with significant production increases of its own, and the cycle of fear and response continued. Jang Station was never rebuilt, and all Feilan military presence was removed from Atalfa and Xeros Station within the year.

Age of Cyborgs + 195 years

Skj'Idebrand Station vanished with all hands in 2345. Feila and Dmitri responded by declaring Nantes off limits to all traffic.

Age of Cyborgs + 200 years

This, the year 2350, is the current time; right now; The Present.

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Re: Introduction to this Age

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Technology-------------------------------

Generally speaking, Feila is considered more technologically advanced than Dmitri, while Dmitri is considered more adept at living and fighting in space.

Technology aboard Feilan military vessels is usually cleverly hidden; adaptive haptic interfaces are disguised as vintage 18th or 19th century helm controls and ships' steering wheels; tasteful wooden panels hide high-tech circuit conduit access junctures; smart glass projects useful information directly onto a vessel's view ports in place of computer displays or view screens. The situation is reversed aboard Dmitri spacecraft, where technology is on full display whenever possible. This has lead many an inexperienced fur to erroneously overestimate Dmitri's technical sophistication while underestimating Feila's.

Artificial Gravity

The quickest and easiest way to simulate gravity in space is to give your spacecraft or station a gradual spin, thereby creating a centripetal force which holds objects and furs against the inner walls. Any vessel can utilize this method without specialized equipment in a pinch, but circular or tubular shapes are able to make best use of it. Many of the great colonization ships from Edwin and Yamaha were cylindrical for this reason.

Producing useful gravity via the spin method requires either a very large radius, or a very fast spin, and spinning quickly causes disorientation among the majority of the population. Keeping the spin at a comfortable 2 rpms while producing useful gravity would require a spacecraft more than four hundred meters across. Spinning a spacecraft creates confusing navigational problems, and changing orientation can lead to unexpected gyroscopic accelerations along different axis of rotation. For these reasons the vast majority of modern Feilan spacecraft, including all military spacecraft, have moved to a more innovative albeit expensive approach. Many of Dmitri's larger vessels are refitted colonization ships and, as such, they rely on the spin method of producing gravity. Feilans are generally surprised to learn that many of Dmitri's smaller ships forgo artificial gravity altogether. This is only possible because the population of Dmitri is already living in low-gravity environments. Maintaining muscle tone and bone health is simply less important to them.

Rather than rotating, Feilan spacecraft incorporate networks of intelligent electro-magnets in layers between each deck, with the north poles facing the deck above and the south facing below. Similar electromagnets are worn by every passenger. The magnets closer to a feilan's feet orient themselves electronically so that their south poles face the north poles of the magnets in the floor, creating an attraction with the floor. The magnets worn closest to a feilan's head orient themselves so that their south poles face the south poles of the magnets in the deck above, repelling the feilan away from the ceiling. The magnets are continuously aware of the wearers position in relation to the decks above and below. If the feilan should, say, decide to perform a hand stand, the magnets would maintain proper orientation in relation to the decks. The magnets also dynamically alter their field strengths in order to provide a relatively smooth perceived force of gravity.

In the original design each intelligent magnet was about the size and shape of a bracelet, and they were worn separately around the wrists, ankles, and in loops around the waist. This lead to an uneven perceived force of gravity, but it got the job done. All of the top fashions soon incorporated the magnets directly into clothing in smaller and smaller forms. All modern attire manufactured on Feila contain tens of thousands of intelligent nano-magnets. Some military personnel opt to have the magnets surgically implanted.

Both the smart magnets embedded in the decks and the intelligent magnets worn by feilans are powered by temperature differentials. The deck magnets will continue to operate on the residual heat of a spacecraft for up to a few days after loss of ship-wide power, depending on the size of the spacecraft. Similarly, the worn magnets will operate so long as the feilan wearing them is generating body heat (ie: alive).

The system does have some drawbacks and unusual quirks. Tourists often make the mistake of bringing planet-side appliances on trips into space, only to find that the appliances do not incorporate intelligent magnets and appear to weigh nothing. The magnets within cheaper clothing can be prone to malfunction, sometimes pinning people to the floor or ceiling, or pulling them into contorted positions. It should be noted that the forces exerted are too small to cause any physical harm.

The system plays a significant role in shaping the battlefield where boarding operations are concerned. Combatants will often reverse the polarity of their magnets when boarding an enemy ship so that they appear to walk on the ceiling in order to confuse and disorient the enemy. The defenders sometimes do this themselves, leading to all combat taking place on the ceilings, or defending commanders may scramble the fields of the deck magnets to deprive both sides of gravity and level the playing field. The longer a combatant is dead, the lighter he or she becomes. Furs dead for more than a few hours have the extremely unnerving tendency to float about. An enemy combatant may disable his magnets and float about in a similar fashion to hide in plain sight.

One way to decrease the effectiveness of an enemy crew is to disable their gravity, a tactic used extensively by Dmitri during the Scharnhorst Incident. This is usually accomplished by bombarding the enemy vessel with electromagnetic pulses. A less common method is to try to directly communicate with and control the deck magnets, which communicate with each other and with the worn magnets through rapid, subtle variations in their magnetic fields. Modern Feilan military vessels are far less susceptible to both tactics.

Radar

Advanced artificially intelligence ECM systems have rendered traditional Radar technology obsolete in military settings. Radar remains a useful scientific tool.

4Didar

4Didar has remained the primary detection technology since its invention two centuries ago. Portable 4Didar units scan people and luggage at transit terminals, law enforcement officers use 4Didar to measure the speed of vehicles in speed-restricted zones, geologists study the interiors of planets, meteorologists probe the hidden depths of gas giants' atmospheres, and, perhaps most prominently, most weapons in space are slaved to 4Didar scanners for target acquisition and tracking.

The basic technology behind 4Didar has remained fundamentally the same over the years, inheriting both the advantages and disadvantages of previous systems:

1) Virtually all materials are one hundred percent transparent to 4Didar, including heavy armor; the only exceptions to the rule are incredibly short-lived elements created in laboratory settings. Due to this, spaceship captains on both sides of a conflict usually enter battle with a clear picture of the enemy's strengths and weaknesses.

2) Individual 4Didar detectors are omnidirectional: one cannot aim radiation without a material capable of reflecting, diffracting, or otherwise affecting the passage of that radiation.

The development of progressively more powerful 4Didar scanners lead to the discovery of a hard limiter to detection range: the 4Didar horizon. The horizon varies from one to ten million kilometers in radius as a scanner moves farther out from Rota Temporalis, suggesting that it is a gravitation effect of some kind.

4Didar Disruption

4Didar disruptors are weapons designed to emit a powerful pulse of the 4Didar emissions used by scanners, with the purpose of burning those scanners out. Each disruptor is a single use weapon which destroys itself upon activation. They are typically mounted on missiles.

4Didar disruptors are double edged: detonating a disruptor will incapacitate both the friendly and enemy scanners, rendering both friendly and enemy long range weaponry ineffective. The disruptors can be dialed to specific power outputs. While a captain could dial down the power and detonate a disruptor close enough to the enemy and far enough from himself, with the typical effect of essentially blinding the enemy without harm to oneself, the enemy need only dial the power of his disruptors to maximum and detonate them anywhere within a few million kilometers of the engagement. Thus, in virtually all cases, both sides of a conflict will be partially blinded.

4Didar disruption offers a means for the losing side to retreat, however it also opens the door to close combat, torpedo attacks, fighter assaults, and boarding parties, by rendering automated point-defense systems inoperative. A captain with few long range weapons at his disposal may find that blinding both sides works to his advantage. 4Didar disruption for this purpose is popular among captains of smaller, more nimble vessels.

Disruptors are also highly prized by pirates, and they sell for a princely sum on the Atalfa black markets. Upon boarding a military vessel, many pirates will make the disruptor warheads their top priority, over any other form of wealth present.

Surprise attacks are usually immediately preceded by 4Didar failures. As such, a sudden loss of 4Didar is grounds for a call to battle stations on military vessels.

Wireless Repair and Automated Sanitation Servicers

The Wireless Repair and Automated Sanitation Servicer, or WRASS, is an important part of shipboard life and maintenance in this Age. The WRASS is a small robot with various and mundane duties performed about ship. As many vessels can be some kilometres long, containing perhaps hundreds if not thousands of kilometres worth of wiring, electronic equipment, safety equipment, lighting, heating and life support systems, there is usually a team of WRASSes working about the ship in order to keep it in working condition. A WRASS is designed to fit itself or its tools into small spaces, such as the wiring behind panels or floor plating. It is also a resilient machine that is designed to withstand the forces enacted upon a ship in harsh conditions, and varying temperatures and environments. A WRASS is usually capable of servicing itself if damaged, or other WRASSes will co-operate if it is unable. Whilst WRASSes are able to understand an extraordinary amount of mumbled speech, vague commands and slang or informal language, they do not possess any advanced AI to relate to living things, and usually can only reply in terms of affirmative or negative. In fact, it is rare that a crew member should need to instruct a WRASS in its job or inform it of damage, as the ship's computer is constantly alert via internal sensors as to where repairs are needed, and commands the team of WRASSes automatically.

Duties for a WRASS include:

- Electrical Maintenance (Lighting, sensors, circuitry, power cables, life support)
- Aesthetic Maintenance (Painting, fixing wood panelling)
- Systems Maintenance (Unblocking amenities, plumbing, filter changes)
- Sanitation (Cleaning surfaces, managing waste storage)
- Security (Alerting ship computer or crewmembers to presence of a stowaway, Alerting discovery of chemical leaks, nuclear leaks, outbreaks of disease or similar contmaination, Alerting to wet floors or wet paint)

WRASSes may be found on any spaceship or station. Due to the complexity of some space-stations, WRASSes may operate in groups according to level or section, administrated by different computers. WRASS programming prevents the machine from harming living things, although WRASSes have been known to obey orders to destroy themselves. As WRASSes are cheap to produce and replace, and considering the dangers of programming a robot to consider self-preservation, WRASSes do not attempt to avoid destruction. As WRASSes are designed to withstand any conditions a ship may encounter, if the ship encounters something the WRASS cannot survive, it is very unlikely the ship would survive either. In the event of a vessel being boarded by authorities, WRASSes are programmed to return to storage and remain inactive. This is to prevent criminals from using WRASSes as mobile bombs, and take advantage of security forces that may not perceive a cleaner robot as a threat.

There have been several attempts in government to pass a law requiring WRASSes to serve on board ships, however to date there is no mandatory regulation in space travel that forces ship captains or owners to buy or make use of the WRASS. However, as inspections of spaceships for safety are frequent, and given the sheer amount of effort required to correctly hand-service a spaceship without robotic assistance, WRASSes are the most common form of maintenance on board. Some ship owners dislike robots as a rule, so it is possible to hire living maintenance personnel and cleaners to perform a check of the spacecraft whilst docked near a station. To be afraid of or to have an aversion to robots such as the WRASS is looked on as an amusing quirk in Feilan and Dmitrian societies.

Physical Description

WRASSes are not manufactured by one company alone, there are several major spacecraft corporations that sell their own versions of the WRASS, as well as independant developers in the robotics industry. Usually, a WRASS is no taller than the average fur's shins. It usually has wheels or treads to move about the ship, and can use its own magnetic field to climb up walls and onto roofs, for various repairs. It is usually a very compact design, with different sockets and robotic arms fitted into every compartment of its body. These arms will attach to basic tools such as screwdrivers, welding arcs, soldering irons and so forth. Extra solder, screws and fuel are carried on board the robot, as well as an extra supply in ship storage, where larger parts such as metal bars, wedges and other parts may be found for improvised repairs, until a station is able to suitably replace the part of the craft damaged. WRASSes can recharge their batteries at will, and are programmed to find the nearest junction point in the Main Grid and recharge from the ship's Generators. In a power failure, a WRASS will not re-charge, as it is programmed not to connect to the Emergency Grid.

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Re: Introduction to this Age

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Political Powers--------------------------

Feila

Demographics

Population: 17.5 Billion

Racial Makeup:
8% Feline; Edwinish descent
23% Feline; Yamahanese descent
20% Canine; Domish descent
10% Canine; Arctic descent
2% Reptile; Kahunian descent
10% Rodent; Mazan descent
10% Avian; Territory descent
15% Mustelid; Gawainian descent
2% Other

Politics

The Feilan government is a confusingly large system of officials, bureaucracy and democracy, outlined below.

The Bureaucracy

The government of Feila is mainly concerned with a levels of authority to agree upon laws and public matters. The following are the main organisations within the Bureaucracy that manages Feilan and intrasolar affairs in Feilan space:

The Supreme Committee

The Supreme Committee is a group of representatives from every other committee. Military, Finance, Trade, Police, Internal Affairs and every Feilan nation is represented on this Committee. In order to facilitate the needs of each department, such as funding, as well as an understanding of what the Feilan government needs to achieve as a whole, the Committee is headed by a Supreme Chair Commissar, whom basically acts as the head of government. Each Feilan nation may still have its own head of state to represent the nation. The people of the Committee are known by the title of Supreme Commissar.

Abbreviation: Supremecomm

The Extraordinary Committee of Planetary Security

The Extraordinary Committee of Planetary Security is the organisation responsible for the planetary defences of Feila, Hufel and Rhaeadr. It administrates and maintains weapons that may be used to counter-act any Dmitrian or Immortals attack, should the Navy be unable to prevent it. The Extraordinary Committee is also used to maintain the status quo on the planets, to prevent any one nation from a build up of arms or hostilities that might lead to a second version of the Kahunian Holocaust. It also keeps the peace on the colonial planets of Rhaeadr and Hufel, by assisting local police with their own branch of officers and equipment. This includes making certain that police corruption is dealt with on these worlds. The people of the Committee are known by the title of Extraordinary Security Commissar.

Abbraviation: Excommsec

The Committee of Police

The Committee of Police deals with the funding, training, deployment and organisation of government police forces, including the Feilan Intra-Solar Police (FIPS), and the territorial police of each colony, such as the Hufel Colonial Police Department (HCPD) and the Rhaeadr Colonial Police Department (RCPD). The Committee of Police decides where newly trained officers should be sent, and for what duty, as the FIPS require more expertise in space technology than the colonial police forces. The Committee of Police also orders in new technology and equipment for the police officers to use. This is quite separate from The Extraordinary Committee of Planetary Security, whom are more like an army unit to assist trouble areas of the colonies, and to maintain peace. The people of the Committee are known by the title of Police Commissar.

Abbreviation: Commpol

The Committee of Feilan Space Stations

The Committee of Feilan Space Stations is the administrative body that maintains and organises the running of Feilan space stations, including the original Big 7 Intra-solar Stations. The Committee decides what industries are required, residential permits, engine upgrades, life support maintenance and retrofitting additional armament, in light of the arms race with Dmitri. The Committee of Feilan Space Stations also represents the interests of Feilans living and working on space stations. The people of the Committee are known by the title of Station Commissar.

Abbreviation: Commstat

The Extraordinary Committee of Feilan Defence

The Extraordinary Committee of Feilan Defence administrates, funds and represents the interests of the Feilan military, namely the Feilan Navy and Feilan Marines. The Committee is responsible for the design and production of the military’s ships and equipment, it trains new officers and men, and allocates them to service as they are needed. As Marines are often deployed on Space Stations, this department has close links with the Committee of Feilan Space Stations. This is a separate entity from Planetary Security, whom act as peacekeepers on the planet surface, whereas the Military deals with threats from Dmitri, the Immortals and any pirate or other criminal activity in space. The people of the Committee are known by the title of Extraordinary Military Commissar.

Abbreviation: Excommdef

The Committee of Trade and Customs

The Committee of Trade and Customs deals with all internal and external trading of the Feilan government. This includes inspecting and administrating Feilan cargo vessels, what is legal and illegal to transport, and the safety procedures for transferring cargo in a space environment. The Committee also is responsible for certifying and approving cargo vessels that are compliant with its regulations. Non-certified cargo vessels are illegal, and as such, Trade and Customs officials may call upon the police to intercept and detain any persons suspect of transporting cargo without their ship being approved, or the cargo being legal. The Committee runs its own fleet of inspection ships which are authorised to inspect any vessel they have probable cause to believe is transporting illegal or stolen cargo, or is non-certified. The people of the Committee are known by the title of Customs Commissar.

Abbreviation: Commtrade

The Committee of Medicine

The Committee of Medicine deals with the administration and funding of the Feilan Intrasolar Ambulance Service (FIAS) and the Feilan Intrasolar Space Station Hospitals (FISSH). It also sets the requirements for the crew of Ambulance ships, doctor's examinations, surgical certification and research and development into medical sciences. The Committee of Medicine funds the Ambulance ships and Hospital modules. The Committee of Medicine also represents the interests and needs of the healthcare community in the system. The people of the Committee are known by the title of Medical Commissar.

Abbreviation: Commedic

The Committee of Finance

The Committee of Finance deals with the income and expenditures of the Feilan government. It makes reports and recommendations to the Supreme Committee based on budgetary requirements of each Committee. As all the other Committees rely on funding from the Supreme Committee, the Committee of Finance has strong links with every other organisation, in order to determine which branch of Feilan government requires what funding. The whole Feilan intra-solar currency is the Feilan Dinar ($). The people of the Committee are known by the title of Finance Commissar.

Abbreviation: Commfin

The Democracy

The system of democracy in Feilan government has several tiers. The first tier is the Council level. The Councils are organisations affiliated with a particular committee. Each Council is specific for an area, such as a Feilan country, a Space Station or colony on Hufel or Rhaeadr. For example, the Council of Feilan Space Stations for Alean’th intra-solar Station is a group of citizens that live and work on Alean’th Space Station, that vote for the members of the Committee of Feilan Space Stations. In short, the Committees are government organisations for all of Feilan space, voted for by their own specific councils, which exist based on a location such as a station, country or colony. In order to vote, citizens must join a council where they live or work. Citizens may join as many councils as they want. Citizens are at liberty not to join any council, and not be compelled to vote. Citizens usually only join councils that concern them. For instance, a police officer living on the Willis Bree Intra-solar Station might only join the Council of Police on the W. Bree Station and the Council of Feilan Space Stations on the W. Bree Station, because the officer cares about police matters and matters relating to space stations. This is done so that Citizens are not compelled to vote for people or on matters that they do not care about. Councils do not vote for the Supreme Committee. Elections are held every ten years, in order for the governments to make long-term solutions to problems instead of constantly vying for public popularity. If a government is accused of incompetence, an election may be held early if the Supreme Chair Commissar declares it.

The Supreme Committee members are voted on by each Committee’s Commissars. The Comissars cannot vote for themselves. The Committees have two elected representatives for the Supreme Committee, whom become Supreme Commissars. The only official on this Committee elected by the citizens is the Supreme Chair Commissar. The SCC, as the title may be abbreviated, is voted on by all citizens registered with any council, and is selected from one of the Commissars of any council, though not from the Supreme Commissars, so the head of government is selected from the body of officials voted upon by the citizens. The Supreme Chair Commissar acts as a judge and mediator between different Committees, whom all want to put forward laws, and request funding for certain projects. The SCC is advised by the Supreme Committee and the Committee of Finance as to the best way to spend the budget, depending on Feila’s needs, and what policies and laws should be made. The SCC is the link between people and government, and as such, if there is public outcry from the councils for a change in government, the SCC will declare an early election to settle the matter. The SCC also has the only authority in Feilan government to declare war.

Diplomatic Relations

Diplomatic tensions between Feila and Dmitri are extremely high due for the most part to the significant cultural differences between them, and both are involved in a rapidly escalating arms race.

Feila is hostile towards the Immortals Club. Whilst the defence of Feilan property and populations against any Dmitrian threat is the government and Navy's main concern, the presence of Club vessels in Feilan space is not acceptable to the military, whom have orders to ensure Feilan space remains free of the Immortals, by force if required. The Feilan military and government do not pursue a war to Nantes given the advantage it could give Dmitri over Feila. 4Didar and other internal sensors are usually capable of instantaneously recognising an Immortal disguised as a Feilan or Dmitrian, and will alert authorities. Immortals may be killed on sight.

Dmitri

Dmitri is a federation of seven colonies established on the largest moons of the planet Dmitri. During the late Age of Cyborgs Edwin and to a lesser extent Yamaha established dozens of colonies on the moons of Dmitri and Atalfa. These were meant to be bastions of Party and Imperial politics and ideals. The collapse of interplanetary trade during and following the Edwinish war essentially cut these colonies off and forced them to fend for themselves. Struggling for survival in such harsh conditions, the political ideals of the founders and fatherlands lost their relevancy to the population of the colonies.

Through sweat and will and ambition, seven of the Dmitrian colonies first scratched out a living, grew larger and stronger, and eventually came to prosper. Massive cities spread unseen beneath the ice sheets of the frozen moons. Nuclear charges salvaged from the nuclear-pulse-propulsion powered colony ships excavated enormous airtight caverns kilometers across within the rocky moons. Trade routes reached across the system. Barren rocks bought water and chemicals from the frozen moons, the frozen moons purchased metals and raw materials. A web of mutual cooperation emerged linking the system together. Forty years after loss of contact with Feila, the peoples of the moons formed a single federated nation.

That was nearly two hundred years ago. The civilizations of Dmitri have since grown and prospered. Sciences and high-tech industry have reemerged. The federation has faded in favor of a unified nation without borders or boundaries, governed in a unique fashion. Dmitri has grown into something of a technological paradise free of the old inhibitions of cyborg-era Feila. People experiment with their bodies, seeking new and novel and fantastic appearances for themselves. Thousands of space habitats form glistening bands of light encircling the gas giant, each one hosting a unique microcosm of life. Space constructions take on every shape conceivable. Artistic expression reigns supreme, and engineering, both conventional and genetic, are the mediums of choice.

Demographics

Population: 107 Million

Racial Makeup:
73% Feline; Edwinish descent
21% Feline; Yamahanese descent
6% Other

The genetic makeup of the Dmitrian population was largely dictated by the colonization activities of the Party and the Yamahanese governments two hundred years ago. Though the vast majority of the population is feline, the species label rarely applies in daily life due to the prevalence of genetic engineering. Recreational genetic engineering has lead to furs of all shapes, some recognizable, others less so, and a very small minority completely alien in appearance.

Politics

The government of Dmitri is composed of two formally and functionally distinct branches which share equal power over all traditional government responsibilities. These branches are the Technocracy and the Democracy.

A technocracy is a form of government in which engineers, scientists, and other technical experts are given authority based upon their skill and expertise, rather than their political clout or popularity. The Dmitri Technocracy is headed by a panel of experts from their respective fields of science and engineering. The topmost organization in each field is given the freedom to select the panelist from that field largely independently of outside interference, however the combined government closely monitors these organizations for signs of corruption. Each panelist is expected to continue his or her studies, lest they fall behind and are removed in favor of a more qualified individual.

Balancing the concentrated power of the technocratic panelists is a form of quasi-direct democracy. Every single citizen of Dmitri is guaranteed the right and the means to observe politic discussions within the technocratic panel and vote directly on any issue of interest. The combined voting power of the population exactly matches the combined authority of the panel. Groups of citizens with similar interests and views can select an individual to represent them in the government by whatever means they find appropriate and officially transfer their votes to this individual. These representatives are then able to vote on issues or themselves designate representatives of the greater political will. The citizens can remove their voting power from a representative at will, preventing most corruption. The result is a constantly shifting hierarchy of citizens and representatives.

While the combined government of Dmitri is highly resistant to corruption and infiltration, it is not entirely immune. The citizens and technocrats are constantly vigilant. The concern that major decisions may be influenced by an outside force such as the Immortals Club is largely responsible for the continued peace between Feila and Dmitri.

Diplomatic Relations

Diplomatic tensions between Feila and Dmitri are extremely high due for the most part to the significant cultural differences between them, and both are involved in a rapidly escalating arms race.

Dmitri is hostile towards the Immortals Club. Outright war is averted by the fear that Feila might take advantage of the opportunity and attack from behind. 4Didar and other internal sensors are usually capable of instantaneously recognising an Immortal disguised as a Feilan or Dmitrian, and will alert authorities. Immortals may be killed on sight.


The Immortals Club

The Immortals Club began late in the 21st century as, quite literally, a social club for wealthy businessmen interested in living longer than nature would permit. Over the years it grew to become a powerful force in the economy of Feila, controlling trends, fixing markets, having a hand in as many major business sectors as it could reach. Its members meanwhile slowly grew less and less feilan with each new life extension technology. Machines replaced failing organs, new therapies helped to rejuvenate the central nervous system, and, even more powerful and horrific, slow cyborgization of the brain allowed the mind to slowly transition from biology to technology without any metaphysical continuation-of-self questions. By the Age of Cyborgs, the oldest member, the founding member, was more than 130 years of age, and effectively immortal, as were many of the original members.

For the next two hundred years, the club members twisted the economic world about their fingers, those who still had their fingers. Every few years, one nation or another would try to flush out Club influence with anti-monopoly suits and the like, but never with any lasting success. The Immortals Club was insidious, everlasting, economically invulnerable to any force brought to bear against it, short of military action. The members would always return with new names and identities and histories. They thirsted for power and control over the creatures they considered to be inferior.

This thirst for power ultimately manifested itself in the Scharnhorst incident, engineered by the Immortals Club to simultaneously remove the only two political powers in the solar system and open the way for Club domination. When the plot failed, the Club was finally and totally driven out of both powers by extreme military force. Club houses- miles-high towers in many of the major cities- were razed from orbit. Club property was seized, assets were frozen, a manhunt ensued for the oldest and most powerful members, but they had all vanished.

Ten years later, the Immortals Club resurfaced as an isolated and independent political entity far out around the gas giant/ brown dwarf Nantes. The dehumanization and demonization of the oldest members is complete. Their minds have become too alien to understand. They have lost all compassion. They have lost all respect for the inferior forms of life populating the other planets.

Demographics

Population: unknown

Racial Makeup:
unknown

Most Club members no longer possess bodies, considering the incredible frailty and imperfection inherent in biology, however many choose to experience the world through the senses of expendable androids and gynoids. These machines can be tailor made to suit any style, fashion, or gender. A small minority of Club members, mostly the youngest and politically weakest, exist entirely within such artificial bodies. Some of the oldest and most powerful Club members exist entirely as masses of nanobots capable of splitting into smaller masses and assuming humanoid appearance.

Both the androids and the nanobot constructs can be made virtually indistinguishable from living Feilans or Dmitrians, if the member so desires.

Politics

Members of the Immortals Club are organized into a hierarchy based on their age and the number of Club stocks they hold, at least in theory. In reality all of the power is almost certainly held by a single member- the oldest, founding member. Any political will contrary to that of the oldest member's is almost immediately and violently stomped out when discovered. This leads to a great deal of secrecy between members.

Diplomatic Relations

The Immortals Club does not maintain diplomatic relations with either Dmitri or Feila, however it is generally hostile to both. Club vessels may attack Feilan ships if they believe that they have the advantage, and as such exploration missions are made more dangerous the closer they approach Nantes. It is a rare thing, however, to encounter an Immortals ship, let alone return wholly intact.

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Re: Introduction to this Age

Post by JamesG »

Rota Temporalis--------------------------

Rota is a typical yellow main sequence star massing in at approximately 2 x 10^30 kilograms and radiating nearly 4 x 10^26 watts of energy into space at any given time. Statite observatories- vehicles which maintain a constant non-orbital position using solar sails- are positioned several AUs above and below Rota for surveillance and communications proposes. These vantage points give them line of sight visibility with virtually anything in the solar system, including objects beyond the relatively flat and radio-opaque Danaebe cloud belt.

Hufel

Hufel is a blasted, arid rock whose tight orbit around Rota drives surface temperatures to incendiary highs during the day and below freezing at night. The planet has no atmosphere, rotates once every nine hours, and has a cratered surface unremarkable save for a few geological formations appearing to have been sheered apart in recent history. Proximity to Rota and the difficulties of transporting significant raw materials so close to the parent star make large scale habitation and conventional industry unfeasible. However the same blistering temperatures and isolation make Hufel an ideal location for subterranean research laboratories, of which there are many.

Classification: Terrestrial
Semi-major Axis: 0.3 AU
Sidereal Day: 9 hours
Atmosphere: None
Orbital Period: 60.2 days
Population: 23,000

Notable Locations:
Manchester Intra-solar Station

Feila

Feila is the cradle of life in the inner solar system, posessing the most favorable and diverse biospheres yet identified. It is home to all types of creatures, some beautiful, others terrible. 24 hour days, nitrogen-oxygen atmosphere, and temperatures allowing liquid water to form make Feila the greatest bastion of life in the solar system. Even so, a bloated population and the lingering ecological poisons of the Edwinish War have put a strain on the planet's current inhabitants and provide a strong impetus for the exploitation of space by the regional and global governments.

Classification: Terrestrial
Semi-major Axis: 1 AU
Sidereal Day: 24 hours
Atmosphere: Nitrogen-Oxygen
Orbital Period: 365 days
Population: 17,500,000,000

Notable Locations:
Alean'th Intra-solar Station

The Moon: It's the moon! What's not to love? The Moon, alternatively called Luna or any number of other classical names, is home to seven million furs and the vast majority of Feila's military-industrial complex. Like many moons, The Moon is tidally locked to Feila, showing one side to the planet at all times. Habitation on the visible side is strictly controlled to avoid visibly blemishing the surface, and all heavy industrial activity is restricted to the far side.

Rhaeadr

This planet could have almost been Feila's twin sister, but for being slightly further from the star and of slightly lesser mass. The planet has a thin Carbon-Nitrogen Atmosphere with a maximum reported pressure of one-quarter Feila sea level at the lowest point, days almost exactly 28 hours in length, and temperatures ranging from -40 C at night to -5 C during the day. The surface of Rhaeadr is geologically diverse, featuring canyons, volcanoes, mountain ranges, and other evidence of continuing geological activity beneath the crust. A number of features almost certainly formed by water during the recent past are also present, such as riverbeds and dried flood plains. Much of this water is readily visible as ice over the majority of the planet's surface. An enormous circular impact feature many hundreds of miles across dominates the southern hemisphere.

Terraforming: Rhaeadr was in a state of gradual global warming due to recent volcanic activity when the first probes arrived, and efforts are currently underway to accelerate this process. Estimates of when the planet becomes livable vary widely depending on the definition of livable, ranging from barely a century to many thousands of years. Certain locations can be experienced with only the aid of a breathing apparatus and warm clothing.

Rhaeadr is the only world other than Feila with a significant surface population numbering in the hundreds of thousands. A seemingly haphazard layout of pressurized, domed cities is actually indicative of the projected coastlines of future seas.

Classification: Terrestrial
Semi-major Axis: 1.3 AU
Sidereal Day: 28 hours
Atmosphere: Carbon-Nitrogen; Thin
Orbital Period: 543.3 days
Population: 456,000

Notable Locations:
Divinney Intra-solar Station

Deep Impact: The southern hemisphere of Rhaeadr is dominated by an enormous circular impact feature many hundreds of miles wide. The feature itself is scientifically interesting because the remnants of the impact, which should be scattered in an even layer within the planet's crust or orbiting the planet in the form of a ring or moon, seem to be absent. The feature is also popular with tourists for its grand vistas, gigantic volcanoes, and Ambition's Ladder (see below). The impact feature is off limits to residential development because, alas, it will eventually become a deep ocean.

Ambition's Ladder: Just after serious terraforming efforts commenced, one of the corporations built a curious stairway leading all the way from the floor of the Deep Impact feature to its rim. The logic behind it was that as atmospheric pressures increased competitions would be held to see how high up the stairway a fur could climb without a pressure suit or breathing apparatus. In this way it would serve as a visible measure of progress and a morale booster for the planet's inhabitants. Both the atmospheric pressure of one quarter Feilan sea level at the floor of Deep Impact and the average daily temperatures within the region are already within feilan biological tolerances, however the relative lack of oxygen has prevented any official stairway attempts. Numerous athletes have climbed portions of the stairway with only minimal clothing and a gas mask, however.

Scharnhorst

Best known for its glorious ring system and the mining operations set up to exploit them. The planet itself is something of a curiosity, being rocky like the inner worlds but with a mass seven times greater than Feila and a correspondingly crushing surface gravity. Orbital surveys confirm the presence of large mineral deposits close to the planet's crust, however the challenge of lifting such heavy payloads out of the steep gravity well has kept industry from taking root planet-side.

Classification: Terrestrial Giant
Semi-major Axis: 2 AU
Sidereal Day: 16 hours
Atmosphere: Nitrogen-Oxygen
Orbital Period: 1036.7 days
Population: 0

Notable Locations:
Willis Bree Intra-solar Station

Felicis Asteroid Belt

Your typical asteroid belt. A source of vast mineral wealth for anyone willing to ruffle a few feathers in taking it. More importantly, this tends to be the political boundary between Feila and Dmitri when the two planets are nearest in their orbits. The arms race between the two powers has left Felicis littered with hidden, dormant weapon systems of varying kinds- a nasty surprise for the careless space miner or scavenger. The Asteroid belt is also home to various pirate, mercenary, scavenger or other 'unofficial' type space stations, as well as asteroids themselves having been converted into station-like bases. Due to this informal colonisation, there can only be estimates of the total population of the asteroid field.

Classification: Asteroid Belt
Semi-major Axis: 3 - 5 AU
Sidereal Day: N/A
Atmosphere: N/A
Orbital Period: N/A
Population: ~10, 000

Dmitri

Two hundred years ago, the skies above Party-ruled Edwin were pierced by massive nuclear powered spacecraft on a daily basis. This gas giant and its moons were their destination. It is an irony that the totalitarian Party's project has evolved into the most liberal political power in the system. Blue. Larger than Atalfa. 79 moons.

Classification: Gas Giant
Semi-major Axis: 8 AU
Sidereal Day: 11 hours
Atmosphere: Hydrogen-Helium
Orbital Period: 8294.0 days, 22.7 years
Population: 105,000,000

Notable Locations:
Jang Intra-solar Station

Atalfa

The colonization of this gas giant's many moons was the pet project of Imperial Yamaha for forty years. The sudden end of the project left a system populated by wrecks and relics. The industrial refuse attracted all sorts of scavengers and created the ideal environment for unscrupulous businesses to operate. The flow of contraband lead to piracy. Great wealth can be had here by a fur with the guts to make something of himself, but the path from rags to riches is a rough one, and he will almost certainly face grave dangers along the way. Green. Smaller than Dmitri. 43 moons. The moons also home to various pirate, mercenary, scavenger or other 'unofficial' type space stations, as well as bases built or repaired to working order on several moons. Due to this informal colonisation, there can only be estimates of the total population of the moons of Atalfa.

Classification: Gas Giant
Semi-major Axis: 12 AU
Sidereal Day: 14 hours
Atmosphere: Hydrogen-Helium
Orbital Period: 40.0 years
Population: ~15, 000

Notable Locations:
Xeros Intra-solar Station
New Hoshiruki

New Hoshiruki

Large terrestrial moon of Atalfa. Creating a new, living world; this was the ultimate goal of the Feilan Yamahanese government during the decades following the Age of Cyborgs, before the Edwinish War. Even after the conflict cut the seed colonies off from Feila, the effort continued. It was finally put to rest when the changing culture and politics of Dmitri created a conflict of interest between the two planets and lead to Dmitri's cessation of support for the project. Many an alternative history novel has been written about what could have been had the project reached completion.

Classification: Terrestrial Moon
Semi-major Axis: N/A
Sidereal Day: 23 hours
Atmosphere: Nitrogen; Thin
Orbital Period:
Population: 0

Danaebe Cloud Belt

Your typical charged plasma field. The Cloud Belt, as it is colloquially called, is a strange purple and blue ring of gas. While expanses of gas are relatively common in deep space, extensive astronomical searches have yet to turn up another example quite like the Danaebe, which is both incredibly dense and compacted into a relatively tight ring. As a navigational barrier it is avoidable at great fuel, time, and safety costs by traveling above or below the plane of the solar system. The alternative is to travel through it, a perilous route for any spacecraft, as the field limits communication and sensor range to near-useless.

Classification: Anomaly
Semi-major Axis: 18 - 23 AU
Sidereal Day: N/A
Atmosphere: Hydrogen-Helium
Orbital Period: N/A
Population: 0

Aros

Scientific surveys and the testimonies of often-drunk spaceship captains have suggested the existence of a planetary body orbiting somewhere within the Danaebe. Despite environmental dangers and the threat of the Immortals Club looming just further out, at least once a year some foolhardy adventurer comes along to rile up public support, buy a ship, assemble a crew, and set out in search of Aros. They have a nasty tendency of coming back either empty handed or dead.

Classification: Terrestrial
Semi-major Axis: 20 AU?
Sidereal Day: Unknown
Atmosphere: Unknown
Orbital Period: Unknown
Population: 0

Nantes

By far the largest object in the solar system, Nantes contains eighteen times more mass than every other planet combined. Some have speculated that the dark red and brown object is not a planet at all, but a failed star. Unfortunately the planet remains largely unstudied. When the Immortals Club fled Feila and Dmitri after the Scharnhorst Incident, Nantes was presumed to be its destination. Since then, statite observatories hovering above the north and south poles of the sun have confirmed the presence of heavy manufacturing around the gas giant. Red, orange, brown. Largest planet. 52 moons. Due to the nature of the politics of the system, it is impossible to determine how far the Immortals have expanded or mantained their population.

Classification: Gas Giant / Brown Dwarf Star
Semi-major Axis: 39 AU
Sidereal Day: 39 hours
Atmosphere: Hydrogen-Helium
Orbital Period: 244.6 years
Population: Unknown

Notable Locations:
Skj'Idebrand Intra-solar Station

Taenarius

A frozen rock. Taenarius is not a mystery like Aros, Strymon or the Thurrocks, nor is it dangerous like Nantes. It is possibly the only planet outside the Danaebe Cloud Belt that has been successfully observed, explored and discovered. Its main drawback is that Taenarius has no opportunity for terraforming, mining or other forms of use. Taenarian rocks are not worth anything, being too similar to common, worthless Feilan minerals. Any valuable mineral deposits it has are negated in value due to the enormous distance they would have to be transported to be sold or used. Not even pirates or mercenaries use the planet as a hide-out, it is simply too far away to be of any practical purpose.

Classification: Terrestrial
Semi-major Axis: 53 AU
Sidereal Day: 8 hours
Atmosphere: None
Orbital Period: 387.5 years
Population: 0

Thurrock and West Thurrock

There has often been great confusion as to the planet called Thurrock. The cold, copper-coloured rock was first discovered back in the fifteenth century, some time in late 1462. It was reportedly sighted through a gap in the Danaebe Cloud Belt, and was a cause of mystery throughout Feilan astronomical history. A copper-coloured planet was observed through the same gap in the late 17th century, some time around 1684, then again in 1906 and 2128. Another gap in the coulds allowed observation of it in late 1573, 1794, 2016, 2238 and 2460. By these time, astronomical optic sensors were able to detect that the planet was, in fact, two planets. The difference in size, colouration and topography between images was such that it was realised that the planet known as Thurrock had a sister planet, named West Thurrock, to differentiate between two planets that had both been named the same. They are a binary planet system that occupy the same orbit and travel at the same velocity. Due to the difficulties of penetrating the cloud belt, very few claim to have seen either planet, even fewer claim to have seen both.

Classification: Terrestrial Binary Planet
Semi-major Axis: 58 AU
Sidereal Day: 6 days, 6 days (tidally locked)
Atmosphere: None
Orbital Period: 443.6 years
Population: 0

Strymon

Countless gravitational surveys of known celestial bodies have suggested again and again the presence of an extremely massive object far out at the edge of the solar system, yet similarly countless astronomical searches have failed to locate it. Most of the explorers who come back alive from their search for Aros promptly turn around and seek Strymon instead. None return.

Classification: Anomaly
Semi-major Axis: 105 AU
Sidereal Day: Unknown
Atmosphere: Unknown
Orbital Period: 1080.5 years
Population: 0

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Re: Introduction to this Age

Post by JamesG »

Space Stations----------------------------

Von Drake Observatory

Status: Active

Von Drake is a radio observatory orbiting at at 50 AUs from the star. The observatory, named after a space pioneer of the late Party era, is aging, being the first in its class, and kept in a viable state of repair, whilst newer observatories replace others of its class. The design of the observatory is based around its radio telescope dishes, of which it has four spread equally around its central, cylindrical modules. The observatory has many solar panels that automatically adjust themselves to face the sun, as well as engine units that would turn the observatory into a bulky, unwieldy spaceship should some emergency occur that required the station to set a course back to civilisation. The observatory is also capable of holding several shuttles which ferry astronomers and scientists back and forth. It serves double duty as a far-off place where scientific dissidents can be sequestered away. The Observatory is only lightly armed, and its biggest threat is its proximity to Nantes, as the Observatory was originally built and set to orbit near the planet and at its speed, before it was taken by the Immortals. Unlike the Skj'Idebrand Intra-solar Station, the Observatory is seemingly unknown or ignored by the inhabitants of Nantes.

Von Drake Observatory

Manchester Intra-solar Station

Location: Hufel

Status: Active

Like the other Intra-solar stations, Manchester was built as a joint effort between the Feilan Intra-solar corporate alliance and the Feilan military to serve as a headquarters and port of call to Hufel. The station is identical to its brethren; a rotating cylinder five kilometers in diameter by seven kilometers in length joined by a central hub to the docks at one end and the industrial sector at the other. The cylinder is spun slowly to provide the sensation of gravity along its inner surface. The interior of the cylinder alternates between blocks of living and work space with balconies opening to large interior green spaces, arranged in a largely random- though balanced- configuration. The station's habitation modules are home to thousands of furs at any given time, with a maximum safe occupancy level just beneath ten thousand.

The docks are a series of eight-kilometer-long glass and metal spokes colloquially referred to as 'piers' which do not rotate with the central cylinder. Small vessels maneuver into births arranged perpendicularly along each pier, while larger vessels sidle up lengthwise. Dreadnoughts and other particularly large military vessels general do not dock directly with stations, but provisions have been made for docking at the very end of each pier. Taken all together, the docks are usually said to resemble a large, glistening ship's steering wheel.

The industrial sector is a seemingly haphazard collection of modules arranged in a roughly circular configuration about the central hub 50% larger in diameter than the habitation cylinder. The sector services any number of businesses large and small, everything from perfume production to heavy weapons manufacturing. The manufacturing sector is usually not spun, instead relying on electromagnetically simulated gravity, but it can be spun up if necessary.

Unlike the other Intra-solar stations, which orbit their respective planets, Manchester is stationed within Hufel's L2 Lagrangian point where a significant portion of Rota's light is always obscured.


Alean'th Intra-solar Station

Location: Feila

Status: Active

Alean'th is identical in design to Manchester.

The first of the Intra-solar stations built, Alean'th provides a crucial link between Feila below and the rest of Feila's domain in space.

Unlike Machester this station is almost always crowded to, or even beyond, full capacity. Furthermore, whereas Machester is virtually alone in the space above Hufel, Alean'th shares orbital space with thousands of habitable space stations, countless satellites, and unfathomable millions of pieces of space debris. The station is heavily armored compared to the others, with far fewer vulnerable windows on the docks, and it constantly bares black impact scars despite maintenance's valiant efforts to keep it sparkling.


Divinney Intra-solar Station

Location: Rhaeadr

Status: Active

Divinney is identical in design to Alean'th and Manchester.

This intra-solar station serves primarily as a transitional point for the hundreds of thousands of terraforming engineers and laborers moving to and from the planet's surface throughout the years. Divinney is made unique by the nanotube tether, the principle component of Rhaeadr's space elevator, passing directly through its center of rotation and extending many thousands of kilometers further. Safety concerns have thus far kept the elevator from entering active service, to the unending frustration of the terraforming conglomerates, but it is still something of a sight to behold.


Willis Bree Intra-solar Station

Location: Scharnhorst

Status: Active

The last major functioning Feilan Intra-solar Station before the Felicis Asteroid belt. Whilst the Willis Bree station has its original schematics from the first major 7 stations, still relying on rotation for gravity, and has the same basic wheel-like structure for its docks, so as to be compatible with all spacecraft. However, Willis Bree has undergone a number of security and capability retrofits and upgrades, increasing the station armament, ship docking capacity and engine propulsion. The reason for this is simply a distrust in Dmitrians, leading to the fear that an attack by that planet would strike Bree station first. The demographics of the station is more Dmitrian orientated than the primarily Feilan-populated stations further into the system. Despite this, the Feilans are still in a majority this side of the asteroid belt.


Jang Intra-solar Station

Location: Dmitri

Status: Inactive, Damaged beyond habitation

Jang Intra-solar Station was one of the original 7 large stations built, destined to orbit Dmitri. It had the same design specifications as the others, with no retrofitting necessary. Its fifteen year service record indicated the station was a popular destination, and served both Feilan and Dmitrian interests. The station entered an emergency situation on April 30th, 2335 as it was traversing the night side of Dmitri. Four kinetic rounds that had entered orbit, in a staggering mark of chance, collided with the station at about 2:30AM, depressurising several residential, public and industrial levels. The power cut from the station at around 3:00AM, before which it had been transmitting a distress signal. Dmitrian rescue craft were launched from the planet. Rescue craft and other spaceships could not leave the station, as the piers were cut off by fire and lack of pressure between bulkheads. At 3:30AM, an hour after the collision, the structural integrity of the station failed, leading to decompression of the surviving modules. The station remains in orbit, now derelict and permanently non-functional. It is not a very good conversational point.


Xeros Intra-solar Station

Location: Atalfa

Status: Inactive, Systems Functional

Xeros Intra-solar Station is one of the original 7 large Feilan space stations. It is the same design as its sister stations. Xeros was not as popular as Jang station during its fifteen year Active service. Following the events of the Scharnhorst Incident, it was planned that the Xeros station would be moved in-system. The station was also retrofitted additional, modern weaponry in case of danger from Dmitri. However, fears for the lives of the population on board led to a mass exodus from the station, leaving only a skeleton crew. Given the danger present of leaving such an enormous station to fend for itself with a skeleton crew against the horde of vagabonds and pirates known to lurk on Atalfa, the crew set the station to an automatic defence, and abandoned it. The Feilan government still claims nominal ownership of the station, but in truth it does not really belong to anyone. The pirates and scavengers would love to turn such a heavily armed station into their own base, but the moment a scavenger or pirate ship has time enough to extricate itself from the eternal fighting and bickering between other scavengers, and attempts to board, they are promptly disintegrated by the station itself. The flip side of this, is that only the Feilan Navy can deactivate the station's defences, and the Dmitrians insist no battleships go near it. So, the station is left alone, and inactive.


Skj'Idebrand Intra-solar Station:

Location: Nantes

Status: Inactive, Systems Non-functional

Skj'Idebrand Intra-solar Station is an old space station based on the original Big 7 models, which was set to be a station in the Felicis Asteroid Belt. However, by the time of the station's completion, new engine technologies were available, and the station was retrofitted with propulsion systems that could push it to the furthest reaches of the system. The Skj'Idebrand was an ambitious project, the furthest station into space Feila would launch. And at first, it seemed it would be successful, however, ten years following the Scharnhorst Incident, the station dropped all communications. Neither Feilan nor Dmitrian equipment was able to pick up any signal from the station, and it was pronounced derelict, after the sensors of the nearby von Drake Observatory revealed a minefield of some real mines, some with signals identifying them as mines, some silent, and some bits of space junk signalling that they are mines, making it impossible to tell what signals are mines, what signals are not, and where the mines with no signal reside, given the 4DIDAR disruptors set in place.

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Re: Introduction to this Age

Post by JamesG »

Feilan Society----------------------------

Feilan Dress

Over the course of the Party's rule during the mid 2100s, the Edwinish continent became characterised more and more by prudence and solemnity. As the Party began to fall behind in technological development, they decided to keep control over people's minds in more strict ways. The freedom to dress as one wished was removed, and Party-approved clothes came more into effect. The new forms of dress were very formal, and aimed to make the nation more reserved, dignified and most of all, less able to express individuality, what with every suit in the same, sombre tones. At the Party's downfall and subsequent invasion, followed by years of Gawainian and Domish peacekeeping, the social ideas of the former Totalitarian State in terms of dress were beginning to catch on across the three nations. In a cooling climate, 'Edwin-Style' coats and three-piece suits became something of a fashion movement. The sombre tones, however, were not as well received. Soon, it was possible to see Party-style tailcoats worn with extravagant colours and patterns. There were two distinct schools of this fashion, Gawainian-Domish and Edwinish.

The Edwinish fashion, as the original counties reformed themselves and took up peaceful rule, was still very much Party-aligned, at first. The decades of strict Totalitarian rule do not leave the mind so easily. Confused as to their sense of nationality and identity, the surviving citizens of the regime were unable to really understand Domish or Gawainian principles of freedom, as they had lived under the belief that they were the most free society in the world. So, the old dress was kept, not out of enforcement, but because it was something familiar and indeed comforting to those that remembered the days of curfew blared over speakers, and observation posts on every corner. However, their children and grand-children were becoming more and more receptive to foreign ideas, and so the clothes changed, not in colour, but in more Domish and Gawainian styles. Most notably, the coat-robe that had been popular during Party reign was finally becoming more of a coat, with a more regular cut. To the present age, Edwinish style may be recognised by dark or sombre colours, and coats with long tails, and waistcoats with sleeves. If the Edwinish citizen wears a sword, in will be attached by a simple belt, with no extravagance.

The Gawainian-Domish fashion, in contrast, was to take the Edwinish styles of the Party and turn them into a spectacle. Gold linings, gaudy colours and floral patterns became quite popular fashion items, particularly as the planet became cooler and cooler. The style became popular in the period of Edwinish occupation, when Gawainian and Domish soldiers would take souvenirs like Party coats off dead Edwinish officers, and bring them back to their countries, or the mitre hats of the soldiers. The mitre hat did not take off, as outside of Edwin it seemed to represent the Trinidian Church, but the coats certainly did. As the climate grew ever more frigid, fur linings became popular, as did fur hats. In more warmer regions of both nations, hats began to develop from this fur idea by making them with plumes and fur additions. The Gawainian-Domish style in this age is now recognisable by neat tail-coats with extravagant patterns, with similar waistcoats and breeches. Hats are usually shako-like or peaked caps, with plumes and fur additions. If a sword is worn, a vibrantly coloured sash is considered quite fashionable.


Feilan Etiquette

When Dmitrians first made contact with Feilan explorers, the Dmitrians immediately caused offence to several of the explorers. These explorers realised that the Dmitrians had been separated from any semblance of decorum for many years, and so kindly refrained from challenging any Dmitrians to a duel.

When Feilans meet, especially for the first time, it is the most important impression either will get. The usual custom for a first greeting is to take off one's hat, tuck it under one's left arm, and bow your head for a few seconds. Handshakes are no longer meant for greetings between strangers, instead reserved for friends greeting each other. The informal greeting, that is to greet a friend, is slightly different. If a Feilan is greeting a friend, that Feilan need only raise their hat, and greet their friend that way. Kissing, hugging or any variant thereof is frowned upon in public, as those activities are seen as private affairs. Similarly, guestures like slapping someone's back or shoulder are considered offensive. Feilans will usually forgive Dmitrians if they break these social norms, as Dmitrians exist in a more open society. Physical guestures that are meant as insults, such as the finger, fingers or moving the right arm in an upwards pointed fist whilst the left slaps the right forearm are considered very offensive to everyone present, and are strongly discouraged in lieu of less meaningful guestures, such as shaking ones' fist at someone one does not like.

Feilans, in thier reserved nature, do not like talking about certain things. It can be considered offensive to enquire of a Feilan anything about their marriage, home life, or love life in public. Strangely, it is perfectly acceptable for a Feilan to tell someone about these things. To be asked about them is the offence. Enquiring after someone's health, in contrast, is a great talking point amongst Feilans, as it is considered both polite and considerate. In military matters, it is considered unacceptable behaviour of officers or crew if they refer to the enemy in any derogatory matter. Officers of the space-going Feilan Navy are well-known for their impeccable manners. It has become something of a military culture to avoid discussing an engagement as a 'fight', and the words 'shooting' 'stabbing' slashing' 'and 'firing' are strongly discouraged in their place, the Naval dialect prefers words and phrases such as 'Returning the compliment', 'Engaging', 'Duelling', 'Swordplay', and 'Lighting Them Up'.

For example, an officer might say, when attacking an enemy ship, "Weapon control, Return the compliment of our duellist. Light them up on my word. Ready, Engage!". This manner of speech is right, as it is polite and not offensive to an honourable opponent.

In contrast, a Dmitiran officer might say the same thing, in a different way, for example, "Weapon control, prepare to attack the enemy. Shoot on my word. Ready, Fire!" This is considered rude to the sensibilities of Feilans.

Other euphemisms include "Duellist", "Honourable ladies and gentlemen opposed", "Opposition", "Engaging Partners", "Sparring Partners" and "Eloquent admirers", all meaning the same thing: Enemies. It is considered rude to refer to the enemy as enemies.


Feilan Swords

Feilan swords are an important part of a Feilan's dignity. The sword is more than a popular accessory, it represents that the Feilan is honourable and dignified. The sword is not drawn without reason, nor sheathed without honour. The main reason a Feilan draws a sword is to defend himself should he be unarmed otherwise. It is entirely common for Feilans, having been boarded by space-pirates or rogues, having no ranged weapons, to draw swords to repel boarders. As spaceships are very close-quarters environments, with corridors and small rooms, this is more feasible than the Dmitrians first imagined. Dmitrian pirates have been known to board Feilan vessels to be repelled by a flurry of sword-play, and it is a favourite tactic of Feilans to mess around with their artificial gravity to give themselves an advantage. Feilan pirates are, of course, used to this, and carry swords of their own. If a Feilan is severely disshonoured, for example if he is proven a coward or a traitor, he may have the option of duelling those he has caused offence. If he refuses, his sword may be snapped in half by those he has caused offence. To have one's sword snapped is considered the ultimate dishonour, and Feilan society usually shuns furs whom have been found to be cowards, traitors or other similar offences. Both males and females carry swords. Furs that do not carry swords are usually considered weak.


Feilan Law Enforcement

Feilan laws are enforced on all Feilan colonies, stations and ships. In order to make certain they are, the Feilan Intrasolar Police Service, or FIPS, was created in order to keep the peace in space. Police troopers are usually rotated through duties, such as station patrols, ship checks, and colonial duty. FIPS troopers are often accused of Police Brutality against Dmitrians, due to their limited understanding of different cultures, but the FIPS headquarters assures the Feilan people that all troopers take madatory anger and stress management courses, and sensitivity training. Given the overwhelming mindset of the Feilan Society, it is true that Police troopers do tend to look upon Dmitrians as trouble, as Dmitrians are often unfamiliar or resistant to Feilan polite social norms. Police troopers are trained to use a variety of space and air vehicles in order to maintain peace, law and order in a Space environment. However, FIPS has acknowledged that Piracy in space is a Navy matter, and as such police troopers can only deal with pirates if they land in a Feilan station. Police troopers, like most Feilan citizens, carry swords for defence.


Feilan Entertainment

Feilans still enjoy the benefits of televised broadcasts, but live theatre has become more and more popular in this Age. Plays about explorers in space are quite in the public mood. Live music concerts are popular for orchestral composers, but other genres of music still have a following, usually from the more Gawainian descended Feilans, whom have traditionally had a more open and free scoiety compared to Domus. Both nationalities have more of a following in modern 24th century rock and popular music, whereas Edwinish tastes tend to be more reserved. Patriotic and Nationalistic songs have also had a surge in popularity across the whole Feilan demographic.


Feilan Attitudes to Deaths

Death is a constant companion to Feilan spacefarers. Though they may be averse to outward displays of emotion, compared to Dmitrians, the death of a crew member is treated very ritualistically in space. The usual Feilan custom in the case of discovering dead bodies in derelicts, ships that have run out of oxygen or supplies, is to give its occupants an Arktik style funeral, that is destroy the bodies and the vessel in fire. At first, this was the standard procedure for the Navy, as taking on or keeping dead bodies could be hazardous in as close-knit an environment as a spaceship, where any infection could spread like wildfire. However, this Navy procedure became universal, out of respect for the crew, and its captain, as it is considered dishonourable to the owner's memory to sell their ship. No respectable Feilan would be caught selling or buying a ship that had its crew killed off by one thing or another. The usual method is to set the derelict's engines to run at full power, with all output vents closed, and all cooling systems disabled, causing the derelict to burn from the inside out, until the hull is eventually breached, and nothing but molten metal and residue remains.

If a vessel loses crew members, but is still able to make it back to a station, the tradition amongst civilian craft is to tie the body in a bag, with personal effects, most importantly the crewmember's sword. The body then may be ejected into space. Favourite locations for funerals of that nature are the Felicis Asteroid Belt, and close enough to the sun to fall into its gravitational field. Releasing the body over Feila, to burn up in atmosphere over the crew member's birthplace is also a common practice. Bodies are rarely kept for a traditional funeral. For the Navy, a formal ceremony may be held with salutes, and a proper coffin, but the releasing of the body into space, to drift or to be cremated is the same. It is common for Wills of the deceased to include co-ordinates for their body to be released.


Feilan Attitudes to Ships

Feilan ships in society hold a very important place, given their vitality to personal wellbeing, safety and economy. There are a few official designations for ships, though most private vessels do not carry any formal prefix. The designation prefixes are:

H.M.S - His Majesty's Ship. An anachronistic title bestowed upon all Feilan Navy vessels, originally from the Royal patronage of the Emperor of Domus. Various groups have tried to change the title to something more modern, but the Navy officer corps is notorious for hanging onto old quirks and traditions. This title may not be bestowed upon any civilian craft.

F.P.S - Feilan Police Ship. A title bestowed on any official spaceship run by the police service. This title may not be bestowed upon any civilian craft.

F.A.S - Feilan Ambulance Ship. A title bestowed on any official spaceship run by the Feilan Intrasolar Ambulance Service. This title may not be bestowed upon any civilian craft.

F.C.S - Feilan Customs Ship. A title bestowed on any official spaceship run by the Committee of Trade and Customs. This title may not be bestowed upon any civilian craft.

F.C.R.S - Feilan Commercially Run Ship. Any registered commercial ship of Feilan origin. The most common prefix of all.

All Feilan ships are referred to in the feminine gender, not neuter or masculine. This means a ship is a 'she', and the ship's attributes are 'her' attributes. It is considered very strange to call a ship 'it' or 'he' in common speech.

The bridge of any ship is possibly the most formal room of any vessel, due to the seriousness of the commands given in that room that affect the whole ship and crew. Nobody but the pilot and co-pilot may sit in the bridge, as the flight controls are the only area with a seat. The captain does not sit on the bridge, nor does any officer, and it is virtually a design standard that no chairs of any form be provided. This is a very old tradition in the spacefaring trade. Dmitrians have been known to have some seating, but this is looked down upon as a form of weakness. This cultural influence is so strong as to determining the strength of a captain that even the most stubborn Dmitrian ship designers only provide seating for the pilots.

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Re: Introduction to this Age

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Weaponry----------------------------

Ordinary Civil Arms

Whilst there are many variations on weapons intended for civilian sef-defence, particularly on spacecraft and near or on Atalfa, there is an over-riding abundance of a return to kinetic weapons. Following the phasing out of rail-gun rifles in the 2080s, the Party took military hardware to a new level, the disintegration lance. Unfortunately, as impressive as the weapon was, it had drawbacks for use in space. It was a constant fire hazard for close-proximity fighting, it was loud and easily visible, and it had a tendency to cause more damage to the ship than it did any enemies. Lasers were also ineffective, as they were capable of cutting holes in too many places, leading to electric wires being severed and causing fires. Kinetics was the only viable alternative, however, the loadout and firing mechanisms between individual kinetic weapons varies greatly.

The favoured civilian firearm loadout, be it in pistol or rifle form, is the oxygen-reaction bullet. This is a bullet made from a certain chemical composition, covered by a thin plastic layering. Upon striking a surface, the plastic casing is compromised, exposing the bullet surface to the ship's air supply. This causing the bullet to react and turn into a mollen metal substance that instantly burns a hole through whatever it was fired into. The reaction does not last long, and so does not prolong the chance of starting multiple fires, as the beam weapons tended to do. it is also relatively bloodless, which is favourable in the Feilan mindset. The method of firing ranges from magnetic rails, to compressed gas, to fashioning the bullet as a disk, and launching it frisbee-style by a spring coil. Given close-quarters environments, these weapons do not require a long range. Gunpowder is extremely rare as a firing mechanism.

A slightly nastier variation on this bullet is the explosive oxygen-reaction bullet. It works on the same principle, except the reaction is violent enough to cause a very small explosion, sending burning, white-hot bits of the chemical spraying in all directions. This is particularly useful for flushing out enemies taking cover. However, it is more often used by criminals, mercenaries and pirates, due to it being a rare bullet, and illegal aboard most Feilan space stations, including the Big 7. This bullet may also have a casing that deliberately comes off during bullet flight, causing the reaction to occur early. This 'buckshot' effect of flying molten chemical is very effective at short range.

For those that cannot afford the ammunition of these chemical-based bullets, there is an alternative, though the weapon itself is more expensive. There are civilian arms that fire solid bullets made of very heat-conducive materials. As the bullet is fired, the inside of the barrel, the weapon having an inner and outer barrel not connected to each other, is charged with a strong current, passed from the base of the barrel to the end, where an external wire trails off the barrel and back to the beginning of the circuit. The material is very resistant, so the barrel heats up to white-hot temperatures, causing the inner barrel to glow. The bullet is heated up by this, and exits the barrel as a white, glowing projectile, however its melting temperature is significantly higher. Whilst this is very effective as a rapid-fire weapon that can use its heat to overcome armour vests very quickly, it requires a lot of coolant, and is often characterised by the amount of steam and vapour that flows out of the special vent holes on the outer barrel, as coolant is pumped between the two barrels. This weapon is also quite useful in not being able to penetrate walls effectively. In cramped conditions, it is not very helpful to start fires in between walls, or break electric wires that may be in the walls. The inner barrel is often replaced very cheaply, as it is the part that requires the most maintenance after regular use.

Military Arms

The Feilan Navy supplies its marines with a very versatile weapon. It is a mutliple-purpose rifle that fires a kinetic round at high speed. This bullet tends to be even smaller than civil arms, and is roughly dart shaped. Upon contacting a living thing, this dart will send a signal back to the weapon, which will automatically fire darts at varying velocities and directions in order to predict where the target will be, at what range. Curiously, this also works if the target is taking cover with the dart, as the weapon is capable of lobbing a dart over an obstacle to embed its point in the target. Once at least five darts have struck the target, they deliver an electric charge so great, through the use of superconductors, that the target's insides are instantly cooked. Again, this is a method that does not spill much blood. This is also advantageous as it allows the marine to fire the weapons and allow its computer to take control of aiming, thus firefights may be one without the marines actually seeing any of it, as the process is automatic. Darts may be disengaged at any time by the marine if the target surrenders prior to a fifth dart striking it. this leads to the slang expression "On the fourth dart", amongst the military and mercenaries, meaning on the last chance to give up.

The rifle also has an emergency feature should a battle be looking to be lost. It is capable of a 'shotgun' mode, where it sprays darts indiscriminately around the area. Then, they will all discharge at the marine's pressing of the secondary trigger (For this rifle has two triggers, as well as a switch for different firing modes), causing momentary bolts of lightning to strike in between each dart. Darts may be re-charged if the marine can recover them after the battle. This mode is useful in a corridor or small room in a ship, where the shotgun effect may hit the walls, floor and ceiling, creating a momentary field of electricity which cannot be traversed. If this is not successful, the weapon has a last-ditch defence, three micro-missiles hidden beneath the weapon's surface, that pop up and fire on the marine's command. They are highly explosive, and cause devastation in close-quarters fighting.

The heaviest weapon a marine may carry is when the marine expects to fight pirates or armed criminals in a pirate space-station or spaceship. In this extreme situation, a marine may be brought along with a liquid-nitrogen hose, colloquially referred to as an 'ice-thrower'. Due to fire hazards, the Navy developed this weapon in recognition of the value flamethrowers had in close-quarters, but also in recognition of the dangers that could put a ship in. So, they chose a compressed tank of liquid-nitrogen as a backpack, connected to a hose-like weapon, capable of flushing out a large amount of enemies. Survivability depends on where the target is hit. It can freeze targets in place by their boots, or kill them by freezing their whole body over. The main drawback of the weapon is that marines must wait for the nitrogen to convert to gas before crossing a surface sprayed with it, and it creates a lot of visible vapour. Non-lethal versions of this weapon may be used with tear gas, or just cold water to knock suspects down.

A variation on this weapon is used strictly by criminals and very dangerous pirates. Instead of load the conventional ice-thrower with liquid nitrogen or any other coolant, it is loaded with acid, deadly gases or harmful hazardous materials. Due to the very high pressure of the weapon, this can reduce the crew of a ship being boarded very quickly, as the pirates will be using gas masks, and protective clothing. It is considered a very low tactic, and is usually beneath even most pirates. Only the very cruel, evil and amoral of pirate crews would ever use such an attack, due to its prolonged killing method, rather than the quick deaths created by other weapons. Feilans in particular, whom have dignity as a core part of thier culture, revile such acts. Even mercenaries will not go this low.

Armour

Armoured vests are popular with both civilian and military. These vests are not bulky, and to the untrained eye are no more than light, thin, silvery-grey vests worn underneath the shirt. However, the armour vest is usually enough to prevent kinetic impacts like bullets and chemical reactions. Military vests are thicker, and are capable of stopping enemy darts, if the opposition has military arms. Whilst the vest may prevent contact with liquid nitrogen, it can cool the vest to painful and dangerously low temperatures if in the blast too long. The vest is as malleable as cloth, and has the same texture. When it is struck, the impact locks its molecules into a strong diamond lattice structure. When someone is shot with a vest on, they describe it as a very hard punch, which may break thier bones or knock them over, which is better than death. The heat from plasma is dissipated as best as the vest can, but too much sustained fire will cause the vest to become dangerously hot. Armoured gloves, pants and hats are also in common production for both civilian and military use. It is not considered seemly in Feilan society to just wear armoured products, or to show them visibly. To make it obvious you are wearing armour is akin to saying to people that you do not trust them, a very rude gesture.

Spacecraft Weaponry

Hundreds of years of war and conflict beginning in the modern era have spawned countless weapons of all shapes, sizes, and capabilities imaginable; from 1918 model handguns as deadly as the day they were designed; to nanospring tension weapons firing razor sharp blades of super-cooled ice, hard as stone; on up to the ancient thermonuclear warheads; and railguns, lasers, and theoretical weaponry employing exotic particle physics. If anyone within the last four centuries imagined it, it is probably still in use by someone, still produced somewhere. Below are just a notable few most prominently visible on modern warships and in the hands of professionals.

Kinetic Weapons

Railgun: Railguns are the mainstay of Feilan, Dmitri, and possibly Immortals Club armament- the so-called big guns with which to pummel heavily armored enemies into submission. A railgun consists of two long metal conductors, side by side, and the conductive projectile between. Sometimes these elements are exposed to space, but often they are hidden within protective armored cowls ala the faux-cannon barrels of Feilan warships. An electric current is sent through one conductor, across the projectile, and back down the other conductor. The current interacts with strong magnetic fields generated by the rails and accelerates the projectile.

Coilgun: Coilguns are essentially open ended linear motors. A magnetic projectile is pulled into the center of an electromagnetic coil, at which point the coil is switched off and the projectile is allowed to basically coast forward, or is pulled to even higher velocities by a second coil, third, and so forth. The lower achievable projectile velocity in comparison to railguns, as well as vulnerability of coils placed along the barrel, are offset by much lower operating costs and much higher construction tolerances. Independent colonies and impoverished pirate's ships make use of these weapons.

Directed Energy Weapons

Laser: Laser emplacements working in concert with 4Didar targeting systems make small craft operations suicide during engagements. High energy lasers inflict damage by heating materials to the point of failure. Feilan naval vessels use energy channels to funnel this heat to where it can be used productively or vent it in fuel exhaust (heating exhaust gases, thus cooling the ship). Dmitri vessels use thermal superconductors to spread heat across the larger expanses of exterior hull to dissipate as infrared energy. Vehicles such as fighters and bombers possess neither the mass to safely absorb so much excess heat nor the means to vent it. Small craft come into play after one commander or another detonates a 4Didar disruptor, blinding the laser emplacements.

Disintegration Lance: Yet another hold-over from a previous era, the Disintegration Lance is a particle beam weapon designed to create instabilities in the molecular structure of the target. The danger against large warships is in the possibility of a hull breach or an aberrant nuclear chain reaction of the hull itself, effects only possible when the particle beam is focused properly. At ranges greater than a few tens of thousands of kilometres, the beam naturally diverges to the point of posing no threat. Closer in, warships use weak magnetic fields to spread the beam harmlessly over a large area. Disintegration lances are most viable in the form of small arms for pirates or other criminals. They are generally considered obsolete in space combat.

Missile Weapons

Missile: Typically, a missile is a small rocket no longer than twelve feet in length, and tipped with a warhead, used to inflict damage at pinpoint accuracy to a confined area on a large craft, or to destroy small craft such as fighters and bombers. Many small craft carry missile weapons. Missile weapons do not come into play until 4Didar disruption occurs, as point defence weapons screen virtually all warships. Many special weapons, such as 4Didar disruptors, are mounted on missile bodies. Other warheads include conventional high explosive, nuclear, and fusion. Missiles usually have a thruster assembly that can direct their thrust in order to home in on a craft, or avoid point defence. Missiles do not need to fire their thrusters constantly, so usually only need to thrust for course changed, once they have attained their cruising velocity.

Torpedo: Typically, a torpedo is a small rocket longer than twelve feet in length, and tipped with a warhead, used to seriously damage or destroy an enemy warship or other large craft. Torpedo weapons do not come into play until 4Didar disruption. Torpedo weapons are carried by bombers and specialized warships, and are often more expedient weapons than railguns when their use comes into play.

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Re: Introduction to this Age

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Health and Medicine----------------------------

The field of healthcare and medicine has progressed in this Age to one of the most efficient services Feila has ever devised. The healthcare of the citizens of Feila is split between two organisations. The Feilan Intrasolar Ambulance Service (FIAS) is the most commonly seen, a fleet of spaceships designed as mobile hospitals. Almost two-thirds of all injuries and illnesses in space are dealt with by ships and personnel from FIAS. The second medical service provided is the Feilan Intrasolar Space-Station Hospital (FISSH). Every Feilan Space Station, by law and building requirements, must have at least one FISSH module attached. The module is a hospital designed for the space station, and sufficiently equipped to service a large portion of travellers and workers on the station. The symbol of the FIAS is the Rod of Asclepius, which is featured prominently on all FIAS property. The symbol of the FISSH is the Mazan Cross, which is prominent on their hospital modules.


Ship First Aid

Most spacecraft are equipped with FIAS-supplied and certified first-aid kits. These kits supply for emergencies that can occur in a spaceship environment. They usually contain:

Sterilisers
Spray-on Bandaging
Antiseptics
Gloves
Goggles
Surgical Masks
Pressurized oxygen and mask
Scissors
Tweezers
Thermometer
Penlight

Amongst other items and medications. First-Aid kits are often checked and replaced after a certain date if they have not been used, in case of damage or contamination.


Ships of FIAS

The FIAS organisation runs a large fleet of mobile hospitals called ambulance ships. They can be attached to military fleets, civilian convoys and space stations. Ambulance ships also respond to medical emergency calls from ships in distress, when communication is possible. As Ambulance ships usually deal with victims of pirate, mercenary or other such dangerous persons, Ambulance ships are armoured. It is generally understood in the culture of Feila, even amongst some pirates, that Ambulance ships are not fired upon nor boarded. However, some furs, most notably Dmitrian criminals, take a different view to a vessel loaded with valuable medicines that can be sold on the black market. Therefore, the Ambulance ship must prioritise the patients first, and be suitably fitted with armaments to deter dangerous spacecraft, as well as being fitted with very expensive and powerful engines that are designed to give the patients as smooth a ride as possible, to avoid complications caused by excessive movement in the vessel. Ambulance ships do not engage hostile vessels unless fired upon. Even if forced to engage, Ambulance weapons are state of the art with precision to destroy enemy weapon systems, as opposed to the military method of holing ship's hulls to kill the occupants. If a medical emergency is broadcast with the indication that a fight is occuring, FIAS Ambulance ships are permitted to designate a military vessel to be its back-up in case of danger.


The Health of Feilans

The life expectancy in this Age for Feilans not including Atalfan moon colonists, is between 100 and 115 years, depending on health factors of the individual. Healthcare is paid for by taxes, not individual payments, and is considered universal. Private health insurance still exists, and private companies may set up their own hospital modules on stations, and their own ambulance services. However, space stations are only legally obliged to accept FISSH modules, and may decide on whether or not private hospital modules are necessary. Feilans do not fall prey to many diseases due to the thorough understanding of medical science in the age. Whilst some virii and bacteria may pass around a station or region, it never lasts too long in civilised areas. However, more rural areas of Atalfa's terraformed moons are sometimes plagued by a disease that is not so easily cured, due to the significantly less medical services in those areas.

Injuries and trauma are the most common cases that FISSH and FIAS deal with on a day-to-day basis. Surgeons are still considered some of the most skilled professionals of the system. Robotic surgery is an option, particularly in the field of nanobots, which may be used to heal tissue or unclog arteries. Scans of the body are able to reveal even minute fractures or complications that the naked eye might miss. Robots are also used in conjunction with nurses and maids to look after the elderly, or even sick children. Terminal illnesses are exceptionally rare. The most fatalities registered in hospitals are from engineers working near the moving parts of a spaceship or station, closely followed by temperature regulation failure in engine rooms. Surprisingly, death by sword-wounds is very low by comparison, possibly attributed to the mindset of Feilans that swords must not be drawn unless there is an offence serious enough, or a battle.

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Re: Introduction to this Age

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Feilan Slang----------------------------

The Feilan dialects have various nuances depending upon region or station. Several of these are in common use and understanding between Feilans. Examples are listed below:

Big 7 - A nickname given to the 7 large Feilan Intrasolar Stations that were built in the 2320s. Thirty years later only four of the seven stations remain operational and active.

Big 4 - A bitter or deragatory reference to the Big 7 used in political discussions or by Dmitrians as an insult. By saying Big 4, instead of 7, the person is reminding their interlocutors of the loss of three of the stations, most particularly Jang and Xeros.

Fips / Fips and Chips - A word or phrase meaning 'police' derived from the acronym of Feilan Intrasolar Police Service, the F.I.P.S.

Dipping the Fips / Dipping the Fips and Chips - A phrase used mainly by criminals or pirates, taken to meaning duping, fooling, tricking or skilfully avoiding the police.

Meat-Boat / Meat-Ship / Meat-Crate - Slang terms for Ambulance Ships.

Fish-House - A curious slang term derived from the acronym of the Feilan Intrasolar Space-Station Hospitals being F.I.S.S.H. Taken to refer to any hospital module of a space-station, or colonial hospital.

Wrass - Derived from the acronym of the Wireless Repair and Automated Sanitation Servicers, W.R.A.S.S. Ordinary term to describe the cleaner robots of any spacecraft. Can sometimes be used in a derogatory manner towards any form of robot.

Roofwalk / Roofwalker - Literall portmanteau of roof and walk. Slang term used by military, pirates and mercenaries, to refer to Feilan combatants that have reversed the polarity of their artificial gravity to walk on the ceiling, in order to confuse the enemy.

Pinged - Old submarining term meaning detected. The slang term meaning is now extended also to mean any form of detection in space.

Crackled - Slang term taken from a description of the visual effect a 4Didar disruptor has on a 4Didar readout screen or hologram. The image becomes fuzzy, warped and gives out false readings, hence, 'crackled'.

Fungus / Fungi - Derogatory slang term originally describing Dmitrian warships, but now taken to mean any Dmitrian craft. It is derived from the oddly mushroom-like shape of the Dmitrian warship.

Floats / Floaties - Derogatory slang term describing Feilan warships, but now taken to mean any Feilan craft. It is derived from the decidely seagoing ship-like nature of Feilan design.

Grannies / Relics / Archaics / Pensioners - Derogatory slang terms used by Feilans and Dmitrians to describe anyone associated with the Immortals Club.

Museums / Flying History / Flying Museums / Dinosaurs in Space / Dinosaurs - Derogatory slang terms used by Feilans and Dmitrians to describe Immortals Club spaceships.

Immortals - Short colloquial term describing members of the Immortals club.

Moles - Colloquial term for Hufel colonists living in underground buildings.

Returning the Compliment - Feilan euphemism meaning engaging a hostile ship or person that has already attacked.

Pay a Compliment - Feilan euphemism meaning attack a ship or person.

Duelling / Swordplay - If not used in a literal context of fighting with swords, these can be Feilan euphemisms meaning ship-to-ship combat

Light them up / Light it up / Light up - Variants on the Feilan euphemism meaning specifically fire on a ship with any shipboard weapons. Is not used for small arms combat.

Engaging Partners / Sparring Partners / Eloquent Admirers / Duellist/ Honourable lady/gentleman opposed / Opposition - Feilan euphemisms all meaning enemies, whether in ship or personal combat.

Feeyas / Fierce / Fie-yas - Slang terms for paramedics, or any crewmember of a Hospital Ship. Non-derogatory, it is derived from the acronym of the Feilan Instrasolar Ambulance Service, F.I.A.S. Example, "Here come the feeyas guys."

On the Fourth Dart - Military and Mercenary slang meaning someone's last chance, referring to the electric dart rifle in common military use. As five darts must strike the target before the charge is released, being hit by four darts places the target in a very precarious position.

JamesG
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Re: Introduction to this Age

Post by JamesG »

Spaceships----------------------------

Feila

It is important to remember that Feilan Navy ships, and indeed any Feilan craft, do not all conform to one flag. Seeing as the navy is funded and run by a loose world organisation, each space warship is allowed its own unique banner to be painted on. The different banner designs usually reflect something of whom built the ship, with lions and fleurs-de-lis featuring more prominently on Edwino-Domus built ships, white stars more common on Arktik built vessels and sun designs on Yamahan ships. The banners are more akin to coats-of-arms for individual ship crews, rather than national symbols. The banners shown in the following images are just examples of the thousands of banners present on Feilan ships of every kind. The exception is the Ambulance Ship, which displays the Rod of Asclepius and Mazan Cross prominently.

http://www.furaffinity.net/view/2685136/ - Flagship

http://www.furaffinity.net/view/2625835/ - Large battleship

http://www.furaffinity.net/view/2625794/ - Large battleship

http://www.furaffinity.net/view/2625824/ - Medium battleship

http://www.furaffinity.net/view/2680758/ - Battlecruiser

http://www.furaffinity.net/view/3242912/ - Mercenary or private armed Feilan ship. New, state-of-the-art

http://www.furaffinity.net/view/2896233/ - Feilan pirate or heavily armed mercenary ship

http://www.furaffinity.net/view/3825716/ - Feilan Ambulance Ship


Dmitri

It is important to note that Dmitrian ships are module-based, that is, they only have a base 'hull' around which all other components of the ship are built, whereas Feilan ships are not able to be so easily modified, and thus are built with more specific roles. This gives the Dmitrians ships the ability to be jack-of-all-trades, with additions and removals being very easy, though Feilan specialised ships are more proficient in their narrower role. Therefore, any number of engine modules, command modules, weapons modules or living modules may be present on one Dmitrian ship. The ones shown below are only examples, as there are a great many variations on module configuration. Some Feilan modules are even compatible with Feilan vessels. An example is the Deep-Space Command Module used on stations like Von Drake, which is also useful for Dmitrian expeditions past the Danaebe Cloud Belt.

Dmitrian Deep-Space Scientific Vessel

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