Canalblog
Suivre ce blog Administration + Créer mon blog

Un blog du futur!

23 mars 2009

Tribes roleplay

ANTI-GRAVITY (T-GRAV)

One of the most ubiquitous technologies in all human space is anti-gravity (commonly referred to as "T" grav after the "ti" in "anti"), which we have had for over a millennium. The tribals are no exception. Although they do not create the elaborate floating cities of the Empire, such as Eleä Jacitala Es, Aloft, or New Xanadu, they do not hesitate to set floating citadels over their cities and holdfasts. Some tribal settlements are essentially underground dwellings, but I have yet to see any tribal town or holdfast where the people live in the sky.

There is little remarkable here, so I will be brief. Tribal T-grav capability is essentially the same as that of the Empire: pi-field inducers generate and direct gravitons or anti-gravitons in a manner that bypasses the need for incredible amounts of mass. T-grav technology can levitate items as small as vases or as large as the tribals' blocky, inelegant citadels. As with our gravitic nodes, lifting capacity is determined by the power-to-mass ratio, which in a curve defined by to Muennichar's Law (levitating greater effective mass requires a near-geometric increase in power). Interestingly, the tribals tend to keep their T-grav generators on separate power sources than those that power shields, etc. These microfusion paks are numerous and are diffused throughout the very walls of a base. This practice explains why tribals can destroy shield and weapon generators in a floating citadel, but fail to knock down the building itself. I believe the design is an intentional product of the honor-based ritual warfare so prevalent here, the better to reduce collateral damage. I hear that on several occasions tribal holdfolk or city dwellers have come out to witness a flag war between two opposing citadels, staying, of course, well outside the permitted boundaries of the conflict. I cannot imagine they would do so if the citadels were in danger of falling.


MATERIALS & CONSTRUCTION

Anti-Kinetic Steel (AKS)
This titanium-cerapolymer alloy forms the outer shell of tribal armors. It is extremely resistant to kinetic and thermal force and nearly diamond-hard. As with most exotic alloys, it's expensive to produce, even with entek. Therefore, it's rarely used for anything but armor construction. Strangely, it is susceptible to a peculiarly corrosive mold growing on its outer layer, which is the main reason tribals varnish the armor with peren-diamond. The "rust" produced by the mold does little more than discolor AKS, but given time, it can penetrate deeply enough to interfere with some of an armor's peripheral circuitry. You'll never see rusty armor on any decent tribal, Nabterayl insisted, much to my amusement.

Bioplas
An advanced plastic with flexion capability via shape-memory imprinting triggered by an electrical charge or kinetic impact. It's not as durable as metaplas, but it's far lighter. It is often woven into articles of ordinary-appearing clothing that can protect the wearer somewhat from light weapons fire.

Cerapolymer
A ceramic-plastic material used in vehicle engines, tools, and appliances. Hard and extremely thermally tolerant. Lighter than ceramic but not as light as fully plastic materials.

Crys
Best described as a glass-plastic hybrid, crys is much harder and less flexible than plastic. It is easily worked into a variety of shapes, and its innate transparency makes it perfect for windows and a variety of other uses. During production, its qualities can be optimized to fill particular roles. Unlike many other materials, crys is usually "grown" in a process that's relatively slow compared to other material production. It is therefore somewhat more expensive.

Duracrys

This variety of crys is optimized for thermal and kinetic durability. Very, very tough, it is used for space and military purposes. It lacks any of the structural fluidity of other varieties of crys. Examples of duracrys use include armor visors, laser focusing lenses, and spaceship windows.

Exo-crys

Exo-crys forms the heart of a tribal armor's strength augmentation. Evolved from ancient Herc technology, hair-thin exo-crys flexors are braided into a "microservo" cable that expands under electrical current and contracts when the charge is cut off.

Despite their long history, flexors are far more reliable than hydraulics or other artificial muscle systems. Prolonged use under extremely cold conditions--such as those faced on the outer planets of Sol during the Cybrid Wars--can cause exo-crys to become brittle and crack, but such failure is gradual and easily mitigated.

Opticrys

This variety of crys is the least durable but has the most flexible structure. It is used in optical sensor arrays to provide quick and clear magnification. Due to its ability to selectively deform its structure under proper electrical stimulation, opticrys lenses provide unsurpassed magnification. However, tribal engineers seem to have ignored the potential of the material for laser focusing. I believe this neglect is the result of a deliberate design choice, as the tribes prize durability and reliability above virtuoso performance, and opticrys-focused laser rifles would be noticeably more fragile than the standard duracrys ones.

Opticrys can also be manufactured for holovid displays and computer datashards, since the optical storage capacity is enormous.

Parasteel
A very hard, dense, and resilient metal that holds an edge better than anything. Frequently used in high-quality sword blades. In such swords, the duracore variety incorporates a dense metaplas core within the blade's spine. This addition greatly increases the sword's tensile strength.

Stahlplast
Equally useful for constructing buildings or armor, stahlplast is, as its name suggests, an advanced blend of high-grade steel with plastic. The resulting fusion has produced a superdense, high-strength material that is nonetheless relatively lightweight for its mass.

It is conductive, but has a much higher resistance than other metal-impregnated substances. It is also virtually rustproof, even when its bare gray surface is exposed to the elements for prolonged periods of time.

To say that tribals are overfond of unadorned stahlplast in their architecture is a profound understatement. I tell you, Danli, I am sick of the stuff, sick of gray buildings that squat like metallic bird droppings in almost every tribal holding I have visited. Only the most hideous damage seems to mar thick stahlplast walls. The only negative thing I've heard about it is that once its shape has been set, it is almost impossible to rework. Damaged stahlplast is notorious for its flaws and hidden weaknesses, although repari application can mitigate problems for a time.

Metaplas
A workhorse synthetic evolved from the Cybrid Wars, metaplas is used whenever a durable and lightweight material is needed. It can be made as rigid or as flexible as necessary, and can even be made to vary its conductivity under proper conditions. Metaplas variants have been used historically for everything from vehicle and body armor to dinner plates, clothing accessories, and firearms. Metaplas can be made in any color imaginable.

Metadura

Metadura is essentially a conductive, highly flexible form of metaplas. It is usually used in fabrics or circuitry, and it is extremely difficult to tear or penetrate, though it is not as thermally resistant as straight metaplas.

Synthex

A cheap variety of low-grade metaplas used commercially. Easily recycled.

Peren-diamond
A synthetic diamond composite with substantial tensile strength, peren-diamond is commonly used as a protective varnish on the exteriors of armors and spacecraft. It sheds heat well and is nearly impervious to dirt and oxidation. It wears away with time and use, but is easily reapplied.


BIOTECH

I have little to say in this area, since the wilderzone population uses mostly hard tech. Tribals tend to be suspicious of organic-based technology, more than we are in the Empire. There are a few obscure tribes who dabble more in biotech, but none of them have come to prominence. One of the great concerns, naturally, is the use of biological warfare, which the Tenets of Harabec expressly forbid. Already concerned with the ever-present threat of x-pox has made tribals rather sensitive to the danger of artificial plagues. Besides, modern panimmunity treatments mean any military disease organism would have to be incredibly virulent. Most wilderzone facilities haven't the resources to create individually-targeted diseases. Perhaps we should be thankful for that, given recent Imperial history.

Implants
As a rule, the wilderzone inhabitants use few, if any, biotech implants. They are prone to viewing invasive technology as anti-human, especially crafted biological constructs.

Breeding and Eugenics
The Tribes of Man breed livestock as does the rest of human space. They have also incorporated genemod foodstuffs into their diets, but they are generally distrustful of such products. Compared to the Empire, the foods here are natural, wholesome, and bland. (I still miss spider-meat truffles like the ones we used to share at Vinalam's during our University days. And the blood tomatoes! As you see, Danli, I sit here in the backwater of human space and long for the luxuries of the past. You will have to send me a package to succor me in the meantime!)

The tribals do not, to my knowledge, practice any organized form of eugenics. The x-pox and the comparatively high mortality rates seem to deter such artificial selection, though I believe the Tenets also speak against this issue. Occasionally, I came across fanciful stories of hidden tribes inbreeding themselves into some kind of cyclopean supermen, but such tales always proved to be products of some jongleur's overactive imagination. The Tribes of Man appear to hold eugenics programs in much greater disregard than we of the Empire. I wonder how they will fare when the Scourge finally turns its attention to this part of the galaxy.

MEDICAL APPLICATIONS

Medkits
Since a comrade with a knitterbeam may not be available when a warrior sustains battlefield injury, every standard tribal armor includes a medkit. Unlike the automeds of Imperial armors, tribal medkits must be applied manually. The central item in a medkit usually consists of a spray applicator containing entek docs, painkillers, and adrenaline in a liquid solution. All sprayers feature a nozzle designed to adjust the spray to access a wound through a variety of armor breaches.

The liquid medium surrounding the docs is a general antibiotic and local analgesic, and is also rich in calcium and iron. Since the majority of combat injuries involve burns, the spray also includes a Quikskin option that covers the wound with a quick-drying bioplas film that protects against infection. Many armors keep an additional small sprayer in a vambrace or greave compartment. Warriors commonly equip themselves with emergency spray contents according to individual preference, but not all customization is medically oriented. The Gorgon Killers are known to load their secondary sprayers with a cocktail of amphetamines, synapse boosters, and adrenaline. Ish'Mlak says they call it "Berserker Juice" or simply "Killjuice."

Bioplas pressure bandages and casts are also a standard item. The latter resemble a compact cloth sleeve that hardens to rigidity when the control tab is pulled.

Panimmunity Boosters
With the threat of epidemics high from unregulated travel between worlds, the tribes have consistently worked on panimmunity boosters that incorporate viral and bacterial material from various worlds. These boosters fail to stem the high infant mortality rate that contributes to the wilderzone's relatively low population, but they are effective enough for adults. When traveling to distant star systems, it is common for warriors to receive boosters that increase immune response and provide enhanced protection against exotic infection.

Cloning and Regeneration
Cloning is available in the wilderzone, but mostly on larger worlds that enjoy fully-equipped hospitals. Some holdfasts clone livestock, but that technology is relatively less complex and will not support cloning of selective human tissue. Thus, limb and organ replacement requires access to major medical facilities.

Most heavy recovery is done in regeneration tanks, wherein the patient is completely immersed in a dense fluid of nutrients, antibiotics, and sophisticated nanodocs. Some holdfasts have these facilities, but again, they are typically found only on the larger or wealthier worlds. The Blood Eagle use Evacuation D-ships equipped with a dozen or more regeneration tanks for the most seriously injured warriors. Patients in a regen tank are commonly sedated to prevent them from moving and interfering with the various electrostim and intravenous lines connected to them as part of the treatment. Oxygen is supplied via a mask or simply by impregnating the fluid medium with sufficient oxygen to be breathable, much like standard deep-sea diving methods.

Limb regeneration without cloned replacement parts is not possible in the wilderzone.


CYBERNETICS

Implants and Limb Replacement
Hard tech implants are not uncommon here, but usually result from replacing body parts lost in combat and not susceptible to regeneration or cloning. Most implants are for glands, bones, or organs. However, some qualify as actual enhancements, such as hyper-adrenaline glands, subdermal armor, reflex-boosting neural wiring, and the like.

Tribals typically do not trust enhancement implants, which are expensive and require even more work than the usual implant to synchronize with an individual's physiology. Moreover, in the case of warriors, cybernetic devices can interfere with an armor's fitting and with armor neural control systems. Aside from a few optical replacements and the occasional limb replacement, warriors avoid deep cybernetic work, especially neural boosts.

Most cybernetic limbs use simple hydraulics, but the more expensive models use flexor technology. Sophisticated neural connections allow a modicum of sensory feedback. Advanced limbs have dermal sensors that replicate tactile input. These can be made to work with armor neural controls with some adjustment to the appropriate armor subsystems, but it takes an experienced armor tech or weaponsmith to do so.

Immortal Brains
A fascinating question out here. Depending on the tribe, you get vastly different reactions. The Blood Eagle don't believe in Immortals, or so I am flatly told. The Children of Phoenix view Immortal Brains as holy vessels of sainted souls or the mind of God. Most Starwolf assume an Immortal would be a super-Elder deserving of immense respect but not veneration. The Diamond Sword priest I spoke to on this topic tried to convey something about Immortality being an alternative path to enlightenment via "dreaming reincarnation." I'm not sure what he meant. I have an uncomfortable feeling that the Immortal question plays a central role out here, more than the deification of Harabec. Most tribals believe, Danli.

The tribes do not have any such technology. Of this much I am certain. But the belief structures with regard to Immortality are fascinating. I may make them the subject of a future report.


COMPUTERS

Typical Computers
Not so terribly different from the Empire, though far less apt to take the form of jewelry and body-sized holodisplays. The memory of the Cybrids and Prometheus runs deep here, as you might expect in a place so steeped in the legends of Harabec and Caanon Weathers. A typical tribal computer consists of a small metaplas housing for the netnode, something easy to carry in the hand and weighty enough not to blow away in a stiff wind. The display is usually a screen in the form of a thin opticrys panel layered between transparent layers of metaplas, though hologhosts are also frequently used (though far less private). Vidgoggles offer privacy for those who prefer to keep their computer display from prying eyes. Input is accomplished by stylus, vox, or datakey. Some systems use hologram controls with fingertip-tracking. All-in-all, nothing remarkable.

As in the Empire, computers are severely limited in general networking complexity so as to avoid approaching the critical proto-sentience stage. Any hyperadvanced system AIs are heavily-monitored, narrowly dedicated idiot-savants, never broad-spectrum geniuses, and they rarely, if ever, communicate directly with each other. But such advanced systems are extremely rare. History has shown that the average user needs little more than a simple device with moderate storage. Quantum-nodes allow lightning searches of local worldwebs, so actual processing speed is comparable to commercial Imperial systems.

Datashards
As I mentioned above, they still use datashards out here, quaint opticrys spikes protected by a synthex sheath. The Tribes of Man lack the interstellar network we have in the Empire, mostly due to tribal fractiousness, but there are also issues of sparse quantum reed supply. Data smuggling between star systems is still wholly physical.

About three centimeters long and half a centimeter wide for practical ergonomic reasons, a datashard tapers slightly toward the tip. The actual matrix which focuses the quantum data exchange with the computer is located in the tip.

Slicing
Tribal slicers are much more like elite commandos than Imperial webcutters. Because so many systems are dedicated and minimally networked, slicers often have to access a targeted system manually. Some civilian worldwebs are vulnerable to slicing, but the system ravelers confine any mischief to an acceptable level. In general, web addiction syndrome is far less developed in tribal space than in the Empire. Call it a beneficial effect of the frontier mentality. Tribals enjoy good vids and holodreams as much as the next citizen - but far more casually.

Tribal slicers occasionally try to slice into enemy command circuits, but the honor-based culture and the highly mobile nature of tribal combat makes this practice unreliable at best. Most command circuits use a shifting encryption algorithm that makes on the fly slicing nearly impossible. Still, I hear it has been done, so the wilderzone must have some advanced talent. Military slicing applies more to dataraids from enemy computers.

Synthralls
Synthralls, or synners, as tribal slang has it, are robotic servitors with sufficient AI to accomplish basic labor tasks. Some tribes have a secondary combat-programmed AI that patches synthralls into the local command circuit. The Tenets consider this acceptable, but honor codes do not apply against synthrall opponents. Because of the system limits, combat AI is adequate to basic defense or offense, but lacks initiative or creativity. Hence, synners don't display much flexibility, and their tactical decision-making slows in the midst of a conflict with many opponents.

Tribals, like any other sane human, become uneasy when they see armed autonomous machines. As a fail-safe, all combat synners have self-destruct sequences that can be triggered via the command circuit.

A passing jongleur told a tale about a Griever band that recently tried to use a horde of combat synners to carve out a holding for itself on the fringes of Starwolf territory. They called themselves the "Bone Rippers," and they had come into possession of an autofactory which they used for making new synners. Unfortunately for them, they underestimated the local Starwolf. When the Grievers started raiding some of the fringe Starwolf worlds, the Starwolf elders dispatched a Vengeance Fangs force and exterminated them. The jongleur claimed the battle took place on an out-of-the-way world called Desicca III and was quite the bloody affair. In a rather surprising plot twist, these Grievers apparently had access to equipment manufactured in the Empire. Another attempt by Unitech to create a corporate state in the wilderzone? The jongleur didn't say, and I find myself still wondering about this loose end. This story isn't the clearly impossible account I've heard in so many tales of battle. It had some thrilling details that rang quite true. I'll try to get you a transcription if you're interested.


"WEAPONSMITH" TRIBES

Only a few multi-stellar corporations--such as Unitech, of course--operate in the wilderzone, usually under treaties with the Four. Everything else is local or tribe-based. In terms of the "art" of weapons technology, specific tribes have risen to fill the need for technical expertise in crafting the complex armors. These weaponsmith tribes are typically small, with no more than a world, possibly two, under their control. They focus exclusively on producing quality weapons and armor for tribal warfare. Most indie tribes obtain their weapons from such a tribe, in return for food or art or raw materials. Some of the smaller indies even pay for tech advisors from the weaponsmith tribe to perform maintenance duties and teach technical skills. Needless to say, tribes that depend on such services quickly become fast allies of the providers. Each of the Four has alliances or sub-tribes to meet weaponsmithing needs, but even they do business with outside tribes.

Most weaponsmith tribes are traders who maintain strict neutrality. The independent ones have formed a Compact with each other, to discourage assault by aggressive independents or bands of Grievers. There are reports that the Compact has an elite group of mercenaries on retainer to use as a retaliation force, but no one can confirm this for me. I did receive a mysterious message that warned against further investigation into this shadowy "TDC." For the moment, I proceed with caution.

For purposes of further illustration, I have included summary profiles of the three most well-known weaponsmith tribes here in the wilderzone.

The Sabot-Styx
This shadowy Blood Eagle lineage (their term for a sub-tribe) is the primary weapons and armor manufacturer for the tribe. The "snakes" (the nickname comes from likening the abbreviation SS to a snake's hiss - rather than conjuring persistent images of evil from the pre-Devastation era) are famous for their expertise, particularly with explosives and projectile weapons. They command near-Imperial technological capability, and their numbers include some of the most accomplished pure scientists among the tribes. Finally, they are certainly the purveyors of Blood Eagle covert ops technology.

The Legate believes the Sabot-Styx intend to reintroduce cloaking technology to the wilderzone as the war with the Starwolf intensifies. Otherwise, they act as any other Blood Eagle lineage, and are as much involved in the tribe's murderous internal politics as the Halakar or the Nagashima. Rumors of Sabot-Styx involvement in extensive underworld trafficking are rampant, but I have not been able to substantiate anything at this time.

One curious piece of information did reach me, and I suspect you'll find it amusing. The Sabot-Styx apparently grade all their prototype weapons according to a battery of tests that is unremarkable except for one peculiar custom. The final test of a war weapon design is the damage it can deliver in a single shot to a human head. The curious part is that the weaponsmiths construct the target heads of high-density metaplas, far tougher than any human skull. If a weapon fails this test, the smiths always make adjustments until they feel a sufficient damage threshold is reached. This is one explanation as to why even ordinary Blood Eagle sidearms make often use plasma technology or Armor Piercing High Explosive (APHE) bullets.

The Sabot-Styx control four worlds deep within Blood Eagle territory. The Legate has hinted that they favor the tribe renewing ties with the Empire, but that they are unwilling to commit their political resources toward such an effort. Perhaps exploratory overtures on our part would be productive, in light of the Blood Eagle's current turmoil.

The Forge of Hephaestus
The small but vocal Forge of Hephaestus tribe claims to have invented most of the weapons of war currently used in the wilderzone, a preposterous idea most tribes ignore. However, the Forgers' engineering skills seem formidable beyond doubt. They are reputed to be the most effective technicians in tribal space, specializing almost exclusively in small-arms and custom armors. They pursue a rigidly evenhanded trading policy with little negotiation, since their reputation for unsurpassed quality gives them a considerable bargaining advantage. They have emerged as the first-among-equals of the Weaponsmith Compact.

So far their neutrality remains uncompromised. Their skills make up for an appalling lack of social graces and disturbing eccentricities. Their numbers are said to be quite small, and they share the low-gravity world of New Samaria with two other independent tribes. The low gravity of their home explains some of their unique character. When they travel offworld, they disdain gravitics or biotech muscle enhancement regimens, instead choosing to wear exo-skeletons of their own construction to assist their movement. I haven't met one of these individuals, but I hear they decorate their exos with buttons and holo-slogans, and always travel with toolkits. Their exos give them a strange, almost limping gait, and surely harbor some hidden capabilities.

The Daughters of Iron
The DOI, as they are popularly known, are independents allied with the Starwolf. They claim descent from a dissident band of Imperial technicians who fled the Blood Eagle in 3490 after that tribe abandoned its Hercs for lack of replacement parts and supplies. They have since become one of the more aggressive weaponsmith tribes, selling services to any and all who can meet their price. I have not ascertained the reasons for their split with the Blood Eagle, but it's clear the enmity has persisted over the centuries. A Blood Eagle acquaintance of mine claims the DOI problem is a mystery to his people. To quote him: "They left us centuries ago, and we let them go. They're small fry. We don't have any grudges there."

Whatever the truth of the matter, the DOI allied with the Starwolf in 3932, and have worked to upgrade Starwolf tech and infrastructure ever since. The highly-diffuse settlement and independent nature of the Wolves has made this task even more challenging. I heard just last week that Fury has declared that the DOI have abrogated any claim to neutrality and should be considered "part of the Starwolf."

Perhaps unsurprisingly, the Daughters of Iron specialize in vehicle repair and modification, though they are active with armor and hand weapons as well. As their name indicates, they follow a matriarchal society. My contacts tell me they are skilled warriors who do not control any particular world, but collect in modular space habitats which they move from system to system. I have heard estimates placing their numbers at no more than fifteen thousand.


HERCS

As I conclude this report, Danli, I feel it appropriate to end with a short discussion of HERCULANs in the wilderzone. Though the tribes focus the bulk of their strategy and tactics on the use of the Scarab-clad tribal warrior, the truth is that the larger tribes--especially the Four--have Herc-equipped forces on every major world. These forces are small, but they are organized so as to be highly mobile and available to transfer quickly to a battlefield somewhere on the Hyperweb. They are clearly meant more to safeguard the most important worlds, but they are also the tribal answer to the threat of a full-scale Imperial annexation. If the reassertion of Imperial authority beyond the nominal claims currently tolerated ever comes to pass, the Tribes of Man will have Hercs to help counter Imperial heavy armor. Tribal Hercs are a generation behind modern Imperial designs, but they may be catching up fast. The Blood Eagle and the Diamond Sword in particular seem to be engaged in HERCULAN mobilization at the moment. The Children of Phoenix and even the Starwolf are soon to follow.

Tactical Role
Hercs bring Armageddon to the battlefield, weaponry with the firepower to penetrate thick stahlplast walls and destroy heavily-shielded grav tanks in mere moments. The light models are vehicle-killers, whereas heavy ones are assigned to assault bases and heavily-armored stationary targets. All Hercs can be used in an anti-personnel role, but a fireteam of well-equipped tribal warriors armed with anti-vehicle weapons offer a serious challenge to a Herc.

Mobility
Gravitic boosters and inertial dampeners combined with fast-twitch exo-muscle systems of polybraided neurocrystal make modern Hercs far more agile than older generations of Hercs. Staying in motion is still a vital part of any pilot's strategy, but Hercs carry enough protection to weather heavy fire. When faced with tribal infantry, a Herc can pause for a few moments to take better aim. Tribals who attack Hercs must learn to move quickly, use teamwork, and take great advantage of the surrounding terrain. Confronting a Herc in the open is suicide.

Anti-Herc Weaponry
Anti-matter tipped tactical warheads and powerful anti-vehicle mines are the primary mobile infantry weapons used against Hercs, in tandem with targeting lasers and motion sensors. My sources report that tribal militaries may be experimenting with grav tank "Herc hunter" platoons and flyers armed with gravitic implosion torpedoes. Heavy plasma and blaster batteries combined with ELFs provide tribals with formidable defenses against HERCULAN assault. It's no secret that most of these measures are directed at the scenario of a full-scale invasion by the Empire. I believe tribal strategy would be to cause any such conflict to cost the Empire as many lives and as much equipment as possible.


Conclusion

Danli, if there is any piece of advice I wish to emphasize, it is this: Do not underestimate the ingenuity and the technical sophistication of the Tribes of Man. They are not the crude barbarians the Coreworlders continually mock in their little political dramas, though undoubtedly less cultured than the average Imperial citizen. The Sirdar Corps should already know tribal military capability is substantially greater than media reports indicate. This is a warrior society. They have fought each other for centuries, and they are not exhausted; au contraire, tribal cultures are vibrant and dynamic. People are optimistic and highly independent. Combat training is widespread, part of the culture.

I believe the tribes can possibly triple or quadruple their standing forces if pressed, at least for a short time. Their biggest vulnerability is their fractiousness and their small navies. Still, if they were to act in unison, they would be difficult to overcome. The Empire would prevail in such a hypothetical combat, but at what cost? Besides, I don't believe the Imperial military is capable of sustaining a war against both Scourge and the tribes at the same time. I urge you to pass my observations to your contacts in the Halionate. Perhaps it is time to see if the tribes could be allies in the war with the Scourge.

Before it's too late.



REMARKS TO REPORT A72384-Y
IMPERIAL INTELLIGENCE
401214.2114TS
ALCAZAR-MERIDIAN III
                                        ...maximum encryption...

///FROM -- Colonel Danladi Haroun-Nicanor///

///TO -- Director Hesho Ayazumi [Halion Eta]///

Operative Scherazade has provided a reasonably comprehensive summary update of the current state of tribal technology. Please review it. There are a few new items I found interesting, especially her coded references about a superweapon that has been field-tested in the wilderzone. I have instructed Scherazade to continue her investigation of tribal military technology under academic cover. Perhaps her tribal contacts will turn up something more.

There have been numerous reports of Scourge activity along the Amrir-Sforza Axis near the fringe of the wilderzone. I maintain that this mysterious weapon must be the reason Draxon musters at least three of his Greater Hordes. We must not let this thing fall into Draxon's hands, especially if what we've heard about its potential is true. I suggest you ask the Grand Sirdar and Lord Protector whether they can free up a few Legions. We may need to go in ourselves.

Personally, of course, I believe the barbarians deserve what's coming to them. For centuries, we of the Empire have been locked in a death struggle with the Scourge while these various little inbred sects of tribal filth squabble amongst themselves. And when we tried to establish a base in the Kepler March? A refugee settlement? The thrice-damned Phoenix came in and burned everything. As far as I'm concerned, the Hordes can raze every damned one of the barbarians' pigsty holdings.

My apologies, Hesho. As you can see, my feelings haven't changed. I'll never forgive the murder of Fritha on Kepler, but that's enough venom for now.

I'll keep you informed as to any new findings.

-D.

Publicité
23 mars 2009

Tribes roleplay

ARMOR

Imperial adventure sims set in the wilderzone frequently portray the Tribes of Man as savages in garishly-painted armors adorned with spikes, hologram tabards, and fur cloaks. Those zeit-visioneurs who know better engineer a more realistic perspective, but even they are prone to fanciful flights. The one thing all depictions of the wilderzone share is the presence of powered armor. Even though perhaps only ten percent of the population at most even has the training necessary to use powered armor, the overwhelming stereotype in the Empire is that all tribals wear shells.

It is a stereotype we in the Empire should not let cloud our thinking. Though they have many strange customs, a brazen independence, and a penchant for tremendous violence, the Tribes of Man are not primitives. At the same time, there is a paradoxical truth in the popular misconception. Tribal warriors are trained to be deadly in and out of their suits, but by far the most significant combat unit in the wilderzone is the warrior in powered armor. When a tribal speaks of going to battle, she means in her hard-shell. Though tribal warfare can involve frequent switching of armors to accommodate shifting tactical needs, most tribal warriors keep a personal armor, to which they can become quite attached. The more "professional" tribes such as the Blood Eagle or the Stormguard do not form such emotional bonds.

Armors are technically called "scarabs," from SCARAB, which in turn is said to stand for Servo-Coordinated Armor with Refluxed-Agility Boost. However, I understand this term could also refer to powered armor's origins as a primitive form of exo-suit used by ancient colonists on the planet Venus in Sol system during the Cybrid wars. Despite its antiquity, few tribals use "scarab" in common parlance, simply calling the gear "armor, "hard-shell," "shell," or simply "suit." There are indications that some more traditional tribes have lately taken to calling their armors scarabs once again-this practice is particularly noticeable in the radical faction of the Children of Phoenix: the Harbingers. (I'll speak more of this group in a future report, but I warn you now that they are a frightening source of discord in the wilderzone, and I fear they are gaining influence.)


Engineering Basics
Armors are primarily composed of a layer of titanium-cerapolymer alloy fused over shaped plates of honeycombed semiflexible stahlplast. The stahlplast contains a dense ablative gel that provides a secondary defense against thermal penetration. Finally, a soft orthoderm padding cushions the wearer. Each suit features mechanisms that open and close the suit on the user's command. A further automatic contraction-expansion capability in the frame allows the armor to alter its fit to accommodate the wearer, though this capability is somewhat limited.

Basic armor grants the wearer augmented strength, a protective shield aura, and enhanced mobility. The outer shell is quite resilient, and even without shields, an armor provides tremendous protection against physical attacks. The firepower of most modern weapons, however, means that unless a warrior wears a myrmidon, unshielded armor does not stand up to a well-armed foe. All armors receive a peren-diamond varnish that greatly enhances armor longevity by increasing resistance to environmental conditions, general wear and tear, dirt, dust, and the effects of heat and cold.

Modern tribal armor incorporates many components we may find somewhat unsophisticated, but the design has been refined through ages of near-constant conflict, and the current result serves its purposes admirably. As with the weapons, however, the tribal philosophy is that the armor does not make the warrior; it is merely a tool that becomes effective only when used by a well-trained soldier.



Control Systems
Gross maneuvering in armor-running, using weapons, lifting, throwing-is accomplished via normal movement. In these cases, the wearer moves body, arms, and legs normally, and the armor amplifies that movement, adding strength and speed as needed up to the limits of the armor's safe augmentation rating. A sophisticated neural link detects and implements the desired range of effect, in effect determining whether a warrior intends her grip to hold a teacup or crush steel and bone.

The neural-interface biofeedback system also regulates auxiliary armor functions such as the command circuit, optiks, and the armor jets. The interface uses a mix of direct neural impulse (DNI), pre-configured macromaneuvers ("macros"), and other biofeedback from the user. For safety reasons, most armor functions require a dual-phase trigger to access a function, such as (1) thumb-touching-index-finger in conjunction with (2) a squint. An analogy can be made to ancient computer commands featuring such quaint "keystrokes" as Control-Alt-Delete. A tribal is trained extensively until she can use all her armor's features reflexively, from the vision-enhancing optiks to the famous jets.

Upon donning armor, a brief period is required for the neural interface to establish itself. Warriors have described the sensation of neural synchronization as a prickling across the skin.


Optiks
Armor optical systems are called "optiks." They include integral flash protection, binocular zoom, low light, and a Heads-Up Display that tracks energy use, weapon status, waypoints, and targeting. The system operates via a close-neural induction link that paints the display directly onto the cornea using microlasers in the armor's headgear. However, optical magnification and the other vision-enhancing features are enabled by the armor's visor. Typical visors include a mutable opticrys layer hardened with an outer layer of peren-diamond and an internal lattice of metaplas nanofilaments. I know, Danli. It's surprisingly crude, but I am informed it is very reliable and effective despite the inelegant, hybrid nature of the technology.

Given a little time, a warrior can adjust his or her optiks to unusual battlefield circumstances. However this kind of action must be taken when the warrior is out of the line of fire. To try to make such adjustments in the heat of battle is suicide, I am told. An armor's on-board pulse sensors allow the warrior to navigate and select targets even in utterly dark environments.


Command Circuit
Command and control tactical communication is accomplished via a linked encrypted radio circuit among the members of a squad. This feature is called the "command circuit" or (again in typical tribal parlance) "the Bleed." The command circuit, abbreviated "CC," enables a commanding officer to coordinate the actions of her squad, by setting waypoints, issuing orders, and providing other tactical direction as needed.

The tribals customarily maintain a sub-channel as a "public" frequency. Any tribal who patches into it can communicate with any other tribal within range-even the enemy. Nicknamed the "patch" or the "underbleed," this integrated radio channel is commonly used for taunts, challenges, and sometimes negotiations. It is an optional channel, and most tribals find it sufficiently annoying that they simply keep it mute.


Strength Augmentation
Even light armor grants the wearer several times the effective strength of an unarmored human, whereas the heavy myrmidons have been described as miniature Hercs (a rather obvious example of dramatic exaggeration). Practically speaking, lifting strength of a light armor is approximately five times that of a man of average fitness in his prime. A medium is perhaps thirty percent more, and a heavy is easily twice the strength of a light. In conjunction with T-grav nodes in the weapon stocks, the armor allows a single individual to carry more firepower than an infantry platoon of the Cybrid wars.

The microservo network enhances all tactically relevant muscle motion, including the hands, oblique abdominals, and rotator cuffs as well as the more obvious gross limb movements. Flexor expansion-contraction sequences are keyed to the armor's neural link such that augmentation activates in proportion to a warrior's perceived need. Thus, an armored warrior can crush a human skull as easily as she can pick up an egg.

The design restricts an armor's servo output to levels the human body can tolerate, though some stories tell of warriors overriding their armors' limits to accomplish feats of speed and prowess considered quite improbable in real life armor use. Again, the popularity of these "tales of battle" is a common thread whenever one discusses military subjects in tribal space. There have been some documented cases of warriors who ripped their joints apart and caused serious permanent injuries by overriding the safety parameters of their armors' performance. In the popular "Renegades" vid series (to which I shamefully admit my addiction), the heroes continually ignore their armors' limitations to perform completely superhuman feats. Remind me to send you an episode sometime. You'll get a kick out of the tacnuke machine guns.


Shields
Tribal armor shields are based on the same technology used during the Cybrid Wars and still used by the Imperial military today. The standard military paradigm of the last fourteen centuries still applies: Take down shields first, then armor.

Shield generators apply non-Newtonian fluid field harmonics to create a protective barrier of phased electromagnetic energy capable of deflecting high-energy attacks. I don't pretend to understand the specific details of the physics involved, but I hope to summarize sufficiently for any reader not versed in the science. In this non-Newtonian model, the barrier's resistance increases with a magnitude inversely proportional to the amount of thermal, electromagnetic, or kinetic energy exerted at the point of impact. The practical threshold for triggering the shield's resistance is high enough that hand weapons and fists may pass unhindered through shields, but bullets or lasers will not. However, shields weaken quickly under sustained fire or a sufficiently powerful attack, since the actual resistance consumes enormous amounts of energy, often more than the power source can provide in a short amount of time. The shields are not one hundred percent efficient; some energy does bleed through to armor. Shields are more effective with kinetic energy than with thermal or electromagnetic attacks, hence the diminished role of non-explosive ballistic weapons over the last millennium. When resistance is not triggered, the ambient field does requires only a small amount of energy.

A tribal armor carries approximately a half-dozen shield nodes, usually one per limb and two to four on the torso and head, but configurations vary, depending on the designers' decisions regarding concentration of maximal shield strength. Approximately three centimeters in diameter apiece, the nodes create a force field aura around the wearer. Normally invisible, shields become visible when sufficient excess energy from an attack is reflected outward from the armor as light and low level gamma radiation. Tribal engineers skirt the energy drain issue by linking each node to an independent capacitor that provides power independent of the onboard energy cells. As capacitors burn out, shield protection drops.

Typically, a shield node burns out when an attack (or aggregate attack) exceeds the node's energy dissipation threshold. As node capacitors overload and burn out, the armor's shield protection decreases. Secondary damage (that is, damage that penetrates the shield aura) reaches the warrior consistently when the shields reach fifty percent, but the armor typically absorbs such a "damage bleed" quite well. As the shields fade toward zero integrity, the armor takes progressively more of the role of protection until it is all that keeps the warrior from death. When a damaged armor is repaired by nanites, the repairing unit transfers energy from its own source to replenish the energy in the capacitors. In some cases, tribal warriors can rig a refresh from their own energy cells, but they only do so under dire circumstances, as the procedure is a tricky one. The basic concern is that a link between a microfusion cell and the shield nodes risks a feedback surge that could disrupt or destroy the power cell itself.

As stated above, shields have a minimum energy limit that must be reached before the fluid field resistance activates. Lower energy attacks, such as those imparted by most melee weapons, do not trigger shield deflection. Hence, knives and other hand weapons can actually be used on the battlefield, though they must contend with the armor itself. Typically, the highly mobile nature of tribal battle mitigates against widespread use of melee weapons. In confined spaces and the hands of a highly-skilled blademaster, however, a sword can prove devastatingly effective.

The tribes have engineered an interesting feature into the shield nodes. Each node generates a field "bottle" that envelopes the entire armor to a thickness of two to three centimeters; the node but also concentrates protection for a half meter around itself. The overlap and the concentration combine to provide a layered aura that maximizes defensive potential. However, the true innovation comes in the tribal manipulation of the shield bottle's shape. The tribals have succeeded in having the bottle deform so as to partly cover weapons that normally would project from the aura. This deformation occurs automatically for all standard tribal firearms. The bottle stops short of covering the mouth of the weapon, such that the weapon is not plugged by a shield overlapping the tip of the muzzle. For non-standard weapons, a warrior can simply cancel the bottle extension. When the extension is dropped, the shield aura does not cover a melee weapon, but conforms to the surface of the armor.

Some tribes, such as the Children of Phoenix, wear partial armor that exposes portions of the bare skin. The rationale behind this behavior is rooted in the wilderzone's honor-based culture combined with the Children's peculiar elitism. They seem to believe they are so superior to other tribes that they can expose their vulnerable flesh and still prevail. Consequently, Phoenix warriors rely enormously on their own agility to keep them from harm, fully aware that most of their protection comes from the shields-unless they happen to be wearing Myrmidon-class armor. However, as the flames of the Eagle-Wolf War spread, most tribals - even those of the Phoenix - have begun to increase the secondary protection of armor once again. Thus, the tribal stereotypes may be even less accurate in future, as half-naked barbarian warriors vanish from the wilderzone's battlefields altogether.


Life Support
Armors offer wearers the ability to function in otherwise inhospitable environments. Built-in heating and cooling units enable the wearer to operate in extremes of nearly -50C to over 45C. The armor's shielding units will also protect the wearer from excessive radioactivity that would otherwise be fatal, and environmental filters can screen out harmful toxins. The shield aura also provides protection against high pressure environments, but this capability is subject to shield degradation. Recently, many tribes have begun to produce sealed armors that can function as EVA suits in the cold and airless environment of space. I understand most Myrmidons already had this capacity, but now the lighter armors are being sealed as well.



Energy
A microfusion energy cell powers all armors. It is located in the back section of the torso, and is quite a heavy component due to the ultradense medium required for stil-fusion operation. The cell enables the armor's wearer to use the jets, keep shields online, and power energy-based weapons and packs. It has a limited maximum output per second, although for all practical purposes the energy it generates is unlimited. The need to manage available energy forms the primary foundation of tribal tactics and armor skill.

The armor's heads-up display (HUD) monitors the level of energy reserves available. When energy reserves dip to a certain level, all nonessential functions of the armor automatically deactivate and the cell begins its brief recharge sequence. Essential functions-which include shields, life support, the command circuit, and strength augmentation-are always maintained, otherwise the armor's utility would drop dramatically. The first priority of the armor is to keep the wearer alive and unharmed.

Armor also includes a certain amount of backup energy storage capacity, but the battery alone won't last long. Without the microfusion cell, backup on most armors lasts for less than five minutes if the warrior sustains use of jets and armor-powered energy weapons. With judicious jet use, a warrior can stay operational for over an hour on battery power alone. Warriors typically keep a set of small tools in an armor compartment that can be used to remove and replace a microfusion cell from another armor, but this is a tedious and time-consuming operation. Mobile turrets and other deployed items that use microfusion are easier options. The tools can also be used to jury-rig a battery recharge from another armor or deployable device, which enables a warrior to continue operation as long as she has access to helpful squadmates or other convenient power sources. Nabterayl calls this practice "leeching."


Jets and Gravitics
The name "jets" is a misnomer. In actuality, the famed tribal armor jets are powerful ion thrusters paired with a gravitic subsystem that permits limited flight "jumps." The ion jets port from exhaust points located on the lower back of the Peltast and Hoplite armors and in the heels of the Myrmidon armor. The gravitics include stabilizers that enable the armor's wearer to remain oriented and upright during flight. The DNI interface allows a warrior's physical reflexes to play a role in the speed and agility of jet use.

A biofeedback trigger activates the jets. The location and nature of the particular trigger depends on the warrior's preference, but this is one area in particular that relies on the DNI component of the interface more than phased-sequence macromaneuvers. Once triggered, the armor jets provide thrust until the trigger is "released," at which time the jets deactivate and begin recharging. Cutting thrust is a flight maneuver that has saved the life of many a warrior with a sudden altitude drop to throw off an enemy's aim.

As with many tribal engineering choices, redundancy and durability is prized. It is extremely rare for an armor's jets to be disabled. However, the jets default to an inactive state if the energy reserve falls to below eight percent.

Acclimating to gravity differences between worlds can cause warriors to make mistakes on entering battle on a new world. Typically, faux-grav settings on D-ships are adjusted to allow the warriors to adjust their weapons and armor according to the target world's parameters. An armor's onboard gravitic systems incorporate an adjustment capability keyed to a reading of the local gravity. The armor's performance is then adjusted to account for the gravimetric reading. If the warrior wishes, he can override the system to remain at the same operating level. However, HUD targeting, ground agility, and jetting range can be severely affected by a change in gravity. On lighter worlds, warriors make few adjustments or throttle back jet output to conserve energy. On heavier worlds, the tendency is to increase the power output to keep agility and targeting performance within standard parameters.

Jet components are fairly modular and can be moved from armor to armor relatively easily. Over a recent dinner, Sub-Consul Margales St. Quebocher offered a rather hilarious story she'd heard about a Starwolf prankster who fitted jets to some cows and flew the poor beasts around his holdfast using a remote control. (Remind me to tell it to you in person when next we meet. It's even funnier with the facial expressions St. Quebocher used.)


The Warharness
This device is seldom featured in the entertainment sims, but it represents a crucial component of tribal armor. The warharness holds the unused firearms on the armor and allows a warrior to swap between weapons swiftly. Simple warharnesses are little more than woven metaplas and alphasilk combat webs with attachment points for grenades, weapons, mines, and the like. They typically have mechanisms that release the weapon quickly upon the wearer grabbing and pulling the desired object. More advanced versions of this web contain interface-integrated microservos (IIM) so as to hold weapons automatically upon command, and to shift so that the desired weapon is easy to reach.

The most advanced warharnesses-which are quite rare-are composed of nothing more than a layer of nanites incorporated onto the armor's torso. These nanites are programmed to hold weapons and make them available to the user upon command. Hence, the weapons of a warrior possessing such a warharness simply "stick" to her back until needed for use. When the warrior wants to draw a weapon, she simply reaches for it, perhaps triggering the request with a quick macro such as by tapping first her fist and then her middle finger on her breastplate. The selected weapon then swiftly slides along the armor's surface so that the grip slides into the warrior's waiting hand. When the warrior closes her hand, the warharness releases the weapon. Needless to say, this feature is heavily customized. The Blood Eagle possess the greatest number of this type of warharness.

Armors also have standard belt attachments for holding grenades, flares, medkits, and the like. Blasters are light enough to be slung from the hip, despite their size being close to that of a carbine. For holding more or heavier weapons, however, a warrior must use a warharness.

The Grievers and some indie tribes sometimes use a spidery mechanical variation of the warharness, but these jury-rigged devices are prone to malfunction or damage in the field and have not found acceptance among the Four.


Donning and Removing Armor
Tribal armor looks heavy and cumbersome, but in fact it is extremely collapsible when not being worn and weighs far less than it appears to. Peltast armors can be carried in a duffel bag or small suitcase. A Hoplite can only be carried in a duffel, and is somewhat awkward to maneuver easily. A small person could not carry it without the help of a T-grav porterclip. Myrmidon-class armor is definitely too heavy to be carried by one person without assistance.

As I mentioned earlier, all tribal armors include microservos and memory-plates that open and close the armor along designated seams. A person simply steps into Hoplite or Myrmidon armor and it seals up around her. A Peltast is usually donned one piece at a time after decollapsing it, as though it were normal garb. Nanoseals close the seams tightly and only open to a sequence of touch commands, though these can be activated by the wearer very quickly if necessary. The armor's fit is typically snug to allow for the best somatic feedback, but light clothes can be worn without reducing the control efficiency to wholly impractical levels.

An armor's headgear will automatically bind back the warrior's hair (if any) so as not to interfere with control systems. As the neural interface synchronizes, the wearer will feel a minute twitch from the armor's servos as they run through a brief test sequence. Then the warrior's vision will blur momentarily as the optiks come online. As with standard Imperial HUDs, microlasers paint the data displays directly onto the wearer's eyes.


Maintenance
Despite the many innovations and clever workarounds tribal engineers have worked into armor designs, they cannot escape the need for maintenance. However, many armor systems are modular enough to encourage easy replacement. Entek repari baths make much basic maintenance relatively painless. However, entek only deals with physical aspects such as microservo arrays, armor plating, seals, and gross component integrity. Checking operational efficiency of complex subsystems such as sensors, the command circuit, the DNI, onboard computers, and shield aura gestalt-overlaps requires a human technician. In addition, field repairs from entek repair kits do not return damaged components to a pristine condition. The reparis frequently leave stress fractures and may have reduced the strength or integrity of other components from which the material was drawn for repairs. Moreover, inevitable armor variants mean the reparis may not be programmed with the specifics of a particular armor, and so the repairs may leave the armor prone to breakdown or malfunction if follow-up maintenance is not performed. Finally, although the armors are designed internally with null-friction materials at joints and moving parts, some lubricants are necessary. Reparis are known for poor repair of such junctures.

Rule-of-thumb optimal maintenance requires one man-hour of troubleshooting and service per three hours of operation in the field under combat conditions or in unusually taxing environments. While this time seems unusually low by Imperial standards, one must remember that tribal systems are far less complex than standard Imperial military equipment, though I understand our saar-marines now use armors that incorporate simpler tribal design principles.

A typical service (absent major battlefield re-repair) can be accomplished by a single person. For the exterior, the first step for a warrior or technician is to spray the armor's exterior with a cleaning solution and wipe it clean. The cleaner, the better, I am told. Even though the peren-diamond varnish prevents most grime from adhering to the armor's surface, dust and other material can accumulate in the joints and over the optiks. (This is not unusual, as Imperial equipment still has trouble in the dust pockets of Old Mars.) The next step requires application of an oily silver paste that contains metal and carbon molecules that provide repair material for the entek. In the final step, a typical repair pack is used to apply the entek. For interior components, a maintenance computer is patched into the command circuit and DNI for diagnostic purposes. Any damaged or fatigued components are repaired or replaced. The cross-layered opticrys components of armor optiks frequently require replacement, since realigning the thin sheets of molecular crystal is a time-consuming process. Replacement is typically easy for "generic" components, such as shields, microfusion cells, and sensor nodes, which are common to perhaps ninety percent of all tribal armors. Optiks and DNI components usually require replacement. Occasionally, a technician may not trust the entek to do the work. In these cases, microscopic goggles, a laser welder, and an autosleeve are used. Such special repairs are quite time-consuming.

DNI interface replacement is a complex process requiring a period of "retuning" a warrior's neural signature. Typically, the DNI "node" is easily removed and replaced in a new armor, an approach warriors invariably prefer to breaking in a new node. Older interfaces often retain remnants of previous signatures, dissonant elements that can interfere with armor operation. Of course, myths have sprung up around the ludicrous idea that the DNI interface imprints some of its owner's personality, or even the owner's soul. A story in the Diamond Sword Kohan Scrolls tells of a newblood who inherited the armor of his uncle, a martial arts master versed in the Kamisori school of Venusian Zen. The newblood used the armor in a training match shortly after he received it. The style he used was far more advanced than his level of study, and he executed with a grace and speed that overwhelmed his teacher as completely as if his uncle still wore the armor. The newblood claimed later that he felt another presence with him, guiding each motion. As a consequence of stories like these, sworders value old interfaces and do not erase those used by masters and exceptional warriors.

Microservos can present problems when severe damage interferes with repari penetration or slags enough material together to confuse the entek. A microservo consists of a conductive metadura-coil fused around a flexor filament chain made of exo-crys. The exo-crys expands on application of an electrical charge, which is applied through the surrounding metadura coil. They contract when the charge is removed. The microservo cables network effectively mimics the human body's range of motion, though as armor weight class increases, range of motion and flexibility drops. A Myrmidon cannot match the moves of a Peltast, though I am assured it is not nearly as restrictive as its bulk suggests.

Battle damage often requires replacement of an exterior component or armor plate, particularly if the damage melted through several layers. Such damage often blends the armor's material and confuses the reparis, which may not "understand" how to recognize a muddled fusion of AKS and metaplas.


The Skinsuit
Beneath tribal armor, most warriors wear a skintight body glove made of entek-laced metadura. This deceptively sophisticated underlayer serves several purposes. It protects the wearer from chafing. It contains a nanotech recycling system that collects body fluids and other secretions, detoxifies them and uses the collected water to rehydrate the warrior. Waste material is shunted to a discharge port in the armor, to be ejected at the warrior's discretion. Finally, the bodyglove assists in establishing the neural interface with the armor, by providing an enhanced conductive medium via the wearer's own salt-laden perspiration.

Many tribals refer to the skinsuit as the "stinksuit." The name is an exaggeration, however, as the nanotech recycling components produce very little residual odor. In fact, IshM'lak wrinkled her nose more at the nickname than any memory of bad smells.


Design Philosophy
Peltast design philosophy values speed and agility, not raw power. Consequently, full coverage from the armor is not highly valued. The light microservos used in Peltasts burn out quickly if augmentation tolerances are exceeded. Given the lack of complete hard-shell coverage on many Peltast models, the lifting capacity provided from the armor comes more from a T-grav assist than from raw strength augmentation. The hard-shell components of several designs reveal quite a bit of the skinsuit.

Hoplite designs are intended to be mobile and hard-hitting, combining the best features of Peltast and Myrmidon. However, as with so many "compromise" designs, it appears to do nothing particularly well. Nevertheless, I am told that many tribal soldiers swear by their Hoplites and consider them either heavy recon or light assault gear.

Myrmidon designs are incredibly tough, and though they lack the deadly speed of the Peltast, they are unmatched in a defensive role. Moreover, the dense armor provides real protection once the shields drop, and a thick microservo array gives the wearer serious augmentation. A Myrmidon can deliver devastating blows capable of killing a Peltast outright-if it can hit the lighter warrior, that is. And that challenge, as always, is the rub. On the other hand, a Blood Eagle acquaintance told me of a highly-skilled Sikkyn-Captain who killed a Myrmidon in a hand-to-hand duel while using only a Peltast. This individual repeatedly delivered jet-assisted kicks to the head until the Myrmidon's neck servos overloaded. Very, very difficult maneuver. The victor was Starkar Mace, who you might remember once served as the leader of Alexandre Konovalev's personal guard. Mace was killed during the Marathon Pennant's defeat by the Starwolf in the Fourth Battle of Hepta Ourubis III.

23 mars 2009

Tribes roleplay

Now the most interesting part :p

Tribal Technology Overview

Introduction

To the Honored Dottore-Illuminatus,
Danladi Haroun-Nicanor:

Danli, here at last is the report you requested summarizing the current state of tribal technology. My apologies for not compiling it earlier, but extreme circumstances prevented me from attending to it in a timelier manner. As it happens, however, the delays allowed me time to discover answers to several additional items not contemplated in the original report.

Before I begin, let me note the assistance of a pair of very helpful tribal warrior-scholars I befriended during my journey with Sous-Legate Panderson several months ago: Inquisitor Nabterayl and Priestess IshM'lak (yes, the titles are somewhat quaint, I know) of the tribe calling itself the Sons of Thunder. Without their insights, much of the information on the tribal armors would have been woefully incomplete.

Now, please allow me to offer a few introductory comments before you move on to the meat of this report. Danli, I must stress that tribal technology is a mix of the old and the new. It incorporates sparkling innovations with recycled concepts. Compared to the Empire, of course, the so-called "Tribes of Man" use antiquated, even primitive technologies, and our officers openly disdain the "barbarians." However, such prejudices sorely underestimate the flexibility and effectiveness of tribal engineering. The weapons and armors used by tribal warriors proved deadly enough when directed at our garrisons in the Kepler system, and the veterans of that campaign no longer scoff at the prospect of facing tribal warriors on the battlefield.

Though most tribes no longer follow any semblance of a nomadic lifestyle, they remain highly mobile within their territories, and this mobility provides the key to their military strategy. Thus, tribal technology remains relatively portable and easy to maintain. The freedom and self-reliance valued in the wilderzone's frontier atmosphere make durability and practicality primary design goals in any tribal device.

Aesthetic concerns also occupy an important place in tribal design. Many weapons and most armors will feature decoration pertinent to a particular tribe's customs and history. Most notable in this regard are the Children of Phoenix, who take great pride in their brightly polished and engraved armors, but the Starwolf are also famous for the elaborate patterns carved in the hardwood stocks of their blasters. The Diamond Sword favor a Spartan but elegant look, and the Blood Eagle opt for drama with a more pragmatic - some would say secular - appearance.

This report attempts to summarize the state of tribal engineering and the cultural and political impact technology has had on the denizens of the wilderzone. I will not address spacefaring technology, however, as that topic is distinct enough to warrant its own report. It is my fervent hope that with better understanding of the capabilities of the Tribes of Man, the Empire can avoid a repeat of the Kepler tragedy.

Iridescent-Dottore Jarita Xu-Lachillan
Honorable Scholar-Mandarin
In the service of the Imperial Legate
November 19, 3940
Terran Standard Reckoning




Nanotechnology (Entek)

A brief review will help to establish the proper context. Nanotechnology is a common part of wilderzone life. The technology has existed since well before the Diaspora: microscopic robots (called "nanites" or "bugs") manipulate matter on the molecular level, thereby creating or destroying either organic or inorganic material. Practically speaking, nanotech has always been somewhat overplayed by the directors and writers of holovids and speculative fiction. While it is capable of miraculous effects, nanotech labors under several limitations. It requires oversight to ensure it does not mutate into rogue forms dangerous to human life. It must be adaptable enough to function in a variety of environments on a variety of materials. It requires a reliable power source.

The need for oversight means any population of nanites must include a highly redundant control segment which monitors for mutation and removes potential rogues. Another segment monitors the environment and facilitates communication between the worker nanites so that the objective is constructed accurately. Finally, generator nanites exist to provide energy for longer jobs, though in some nanite populations this function is replaced by an exterior microwave broadcast. Such a broadcast produces an additional fail-safe, since cutting the power shortens the effective life of the nanites. The end result is that nanotechnology is not the panacea ancient futurists first projected. The more complex the task, the more oversight and control is required. The denser the material, the more energy is required. In short, while nanites can quickly repair broken bones and seared tissue, they cannot create a steak or make a living sheep.

An additional fear developed after the Cybrid Wars, namely that nanotechnology could become a tool for the extermination of humanity. The Starsiege conflict of the 29th century saw such a nightmare come to pass, but the defenders of Earth were able to circumvent Cybrid nanotech plagues with controlled EMP bursts that disabled the bugs with little collateral damage. With the establishment of the Second Empire following the Cybrid Wars, nanotech was used under controlled, human-supervised conditions, usually in medicine or construction. The great fear of sentient AIs commanding nanite armies means computer control of nanotech is limited to dedicated "idiot savant" systems, and the networking capacity of nanite populations is likewise lobotomized to prevent a sentience-establishing algorithm from developing.



The Five Limits

Over the centuries, certain standards and protocols have evolved to control misuse or loss of control over nanites. The nanotechnology used by the Tribes of Man differs greatly from the varieties used within the realm of the Empire. Tribal nanotech (or "entek," derived from N-tech) is used exclusively for construction and medical procedures, but not for destructive purposes or psychological modification. In a section commonly referred to as The Five Limits, The Tenets of Harabec expressly condemn use of entek against human foes. The Empire also officially forbears from using nanotech (since the bugs have a history of being notoriously unstable under combat conditions), but as you know, the Imperial military has experimented with killer nanites and covert modifications as the war with the Scourge drags on. We've all heard the rumors of horrible battles deep within the Empire, where entire platoons dissolved into thin air, eaten by nanite predators. There are dark tales of worlds under perpetual orbital quarantine because of rogue entek run amok. Whatever the truth, tribals treat entek with as much skepticism as we Imperials, perhaps more so if the Tenets are any indication.

Other rules and traditions exist, but the Five Limits are the primary controls over entek in the wilderzone. So strongly does the average tribal feel about the misuse of nanotechnology that even Imperial citizens in the wilderzone use bugs very, very quietly. A witch-hunt can erupt quickly in tribal space concerning perceived abuse of nanotechnology, either by violation of the Limits or use of the less-recognizable, advanced Imperial variants. In fact, the tribal term "witch" seems to mean someone who uses unfamiliar entek or who flaunts the Limits.

THE FIRST LIMIT: Control by Man
Entek must always be deployed and supervised by a human being. There are no automatic entek-using devices in the wilderzone, nor do the Tenets permit direct supervision of nanites by a computer without the presence of a human decision-maker, though computer monitoring of nanite functions is also required.

THE SECOND LIMIT: Confine the Reach
Nanites' range of effect must be limited. Most nanites are programmed to remain within a specific range of a "nucleus" and consequently they don't function for more than a few meters beyond their deployment. When in use for major projects, entek seeds are sown in the desired patterns.

THE THIRD LIMIT: Confine the Generation
Nanites must have a limited lifespan and a limited number of generations. Again, much of the limitation is controlled by the "nucleus" nanites that form a necessary part of any deployment.

THE FOURTH LIMIT: Strike Not the Living
Nanites must never be programmed to break down living organic tissue except as a necessary adjunct to medical operations. Anyone who deploys such a flesh-eating weapon automatically becomes a hunted outlaw under tribal law - and Imperial, as I need not remind you.

Many rumors have accused the Blood Eagle of violating this limit, but the Sikkiyn-Captain I interviewed on Deus Sanguinus laughed at such accusations, calling them Starwolf propaganda. "Only a complete fool would risk losing control of such devices," he said. "Haven't we learned from the Cybrids?"

THE FIFTH LIMIT: Destroy Mutations
Any nanite that deviates from its programmed function shall be immediately destroyed.



Entek Roles

Entek fills four specific roles, each role requiring a specific "species" of nanite. The roles are extraction of metal from ore, construction of structures, repair of equipment, and healing of the injured, carried out by "miners," "skels," "wrenches," and "docs" respectively.

I note that entek fills a strange role here in the wilderzone. All of the major entek industrial species must be used in conjunction with human labor. For example, miners are either seeded over ore-bearing rocks that have been collected by hand, or are deployed in a mine delved by human labor. In practice, the tribes have a great need for laborers despite the relatively common presence of worker bugs. This is particularly true where conditions require flexibility of judgment or aesthetics. It's worth noting again that the bugs only do as they are programmed to do, and the various safeguards severely limit any autonomous decisions.

Miners
Miners are the first nanites seeded on a new planet. They extract metal from raw ores in the vicinity of their deployment. The metal is then collected and refined into stahlplast for use in structures or tribal machinery. Actual forging or further construction is accomplished by tribal craftsmen using other entek tools.

Skels
Skels are nanites used in heavy construction. Skels are also used to assist in the building of ships and vehicles. Unlike in Imperial virts, skels do not construct ships and vehicles out of thin air in a matter of seconds. Given time, they can accomplish such complex tasks, but require hours for a relatively simple task, days or weeks for a more complex task. In addition, the specs for each piece of equipment must be programmed in great detail into the bugs, a complex task for all but the most proficient entek engineers. Consequently, the Tribes of Man use only a few hardy and proven designs, and they keep their entek construction confined to the deeper levels of their holdfasts. Tribals often keep arsenals stocked with weapons, armor, and vehicles in their bases, calling them up for deployment via use of "inventory stations."

Tinkers
Tinkers are a subset of skels used to assist in the production of armor and other smaller components intended to be worn or held by human beings. These nanites are always used under exacting direction of a human engineer, and have almost no independence. Because tinkers require so much direction, tribal crafters skilled in their use become valued assets. Essentially, tinker entek manipulates microscopic pieces of the target component.

Reparis
Reparis, or "reppers," are the mechanical repair bugs. They repair any damage done to buildings and equipment. Using the imprint code found within any tribal device, they can repair an existing piece of equipment to its original state. As long as the item in question hasn't been totally disintegrated, these nanites can repair it-armors, turrets, drop ships-all can be repaired within a matter of seconds. These nanites are found in the repair packs used by battlefield engineers, and are powered by a beam from the armor's energy reserves. When the user cuts off the energy beam, the nanites destroy themselves.

Repair packs and kits used on tribal battlefields contain charges of reparis designed to seal breaches and repair damaged circuits. When applied to powered armor, the reparis are programmed to give top priority to damaged shield systems. Repair kits also contain smaller amounts of knitters programmed to check the warrior and effect minor microsurgical healing. As with tinkers, they manipulate the target material, whether mineral or organic, into the desired configuration.

Knitters
Knitters, or "docs" are similar to reparis, but are engineered to repair human flesh instead of inorganic material. They can easily repair traumas such as cuts, skin and muscle burns, abrasions, and broken bones in mere minutes, but are less effective at dealing with major internal organ trauma due to the great variance in individual human physiologies and body chemistries. More serious injuries typically require suspended stabilization and transport to a location with a portable hospital array.

The handheld devices that use nanodocs are generally referred to as "knitterbeams." A knitterbeam applies nanodocs under an electrostim field that promotes rapid cell regeneration. Warriors receiving knitterbeam healing in the field need to take extra fluids and electrolyte supplements to ease the tissue strain of accelerated regeneration. Part of the function of knitters is reweaving the biological tissue, but knitters are also able to form stitches to help maintain the flesh integrity. Such knittings dissolve over time. Knitterbeam work does leave scars, however, as nanodoc healing is somewhat of a strain on human cells. Thus, a warrior who receives much field healing will carry visible signs of numerous brushes with death. Of course, many tribals view scars as badges of honor and courage, and so refuse to have any cosmetic repairs after a campaign.


ENERGY GENERATION

Fusion
Most power for tribal settlements comes from stil-fusion generators considered antiques by Imperials. Compared to the antimatter chambers and ion flux wells used in the Empire, these tribal generators are old and inefficient. However, they more than fulfill the requirements of the tribal holdfasts. They are reliable, durable, easy to maintain, and relatively portable. Further, due to its isothermal input and low radioactive signature, stil-fusion is far safer and environmentally friendlier than antimatter, as well as more stable than the notoriously twitchy flux wells. The only byproduct of the fusion generators is water, formed by the fusion of plentiful hydrogen and oxygen atoms.

Naturally, the size of the generator controls the potential energy output.

Solar
Hyper-efficient photovoltaic cells embedded within solar panels permit tribals to supplement the fusion power plants used by holdfasts and bases. A square meter panel is capable of generating several megawatts of electrical power on a bright sunny day. A network of panels can match the output of a fusion generator under proper conditions.

However, these solar panels are useless at night or in inclement weather systems. On a desert world, they are extremely useful. In the dense jungle undergrowth of Helena Prime, they serve little purpose. Overall, fusion power remains the most efficient generation system.


SENSORS

The Tribes of Man use pulse and motion sensors to detect enemy presence. Critical to tactical planning in any situation, sensors are nevertheless severely limited. Tribal armors and vehicles all include standard ECM packages, such that average sensor effectiveness drops dramatically within several hundred meters. Outside of line-of-sight (LOS), even concentrated pulse sensors can be rendered virtually useless. On the other hand, once within a sensor's effective range, escaping detection is virtually impossible without powerful jamming equipment. The honor-based culture of the wilderzone has prevented adoption of outright cloaking technology (deeming it dishonorable), though that capability has existed since the Cybrid Wars. Interestingly, one of my contacts in the Blood Eagle, an aspiring duelist who recently left Fury's service, has hinted that the exiles have quietly begun to incorporate cloaking gear into their inventories. If this is true, we should expect tribal warfare to grow considerably bloodier.

Motion sensors are simple, short-range detection devices using an optical interface and sensitive air pressure triggers. When any object within its detection radius moves, a motion sensor "sees" and tracks that object as long as it remains within range. Many varieties of motion sensors also screen for intruder sound profiles. Some tribes use IR or laser "tripwires" to add an additional layer of protection. Such low-tech strategies are scoffed at by those familiar with the Imperial military, but tribals simply smile in the knowledge that their less-advanced equipment nonetheless continues to serve well.

Pulse sensors blanket almost the entire EM spectrum, from radio waves to gamma rays, in a manner similar to ancient radar. They can be jammed by a technology that utilizes a multi-phased cloaking field to make the shielded object or person invisible to pulse sequences. However, such broad jamming fields require enormous power and can only be maintained for long periods where supported by a dedicated energy source.

All information collected by the sensors in a tribe's holdfasting is downloaded to a master tactical computer, which in turn relays the data to each warrior's command circuit, or "Bleed."


COMMUNICATIONS

Hyperweb Coherent Antipodal Relay (HCAR or "hypercast")
Most star systems on the wilderzone Hyperweb have powerful radio transmitters and receivers set up in the vicinity of the jumpgates. Tribal engineers have long known how to squirt dense message pulses through the jumpgates. However, the message must be relayed from transmitter to transmitter. Energy requirements are far lower than with message ships and transit through jumpgates slightly faster than do spindleships. Some star systems are close enough to maintain regular hypercast commlinks and thereby a localized trans-stellar O-Web (with some delays and interference due to jumpgate flux). This is the most common means of trans-stellar communication.

Advantages: Convenient and reliable. Any ship near a jumpgate can send or receive messages with nothing more than basic radio.
Disadvantages:

  1. Not private unless heavily encrypted. Any ship near a jumpgate can receive messages.
  2. Over a longer thread such as an Axis or Grand Axis, Hyperweb flux commonly corrupts part of the signal, causing the message to arrive in varying degrees of gibberish.
  3. Occurs at substantially the same speed as spaceship travel. Definitely not real-time communication. A message may take minutes to cross the even the shortest threads, and several hours to days for longer threads.
  4. It needs to be relayed across star systems. If you were to transmit from System A to System B, the message would stop at B unless someone at B retransmits through the B jumpgate to System C.



Quantum-Reed Transcomm ("Q-Reed," "Q-R," or "squirt")
Q-Reed devices make true faster-than-light communication possible with amazing clarity, but this miraculous technology has severe limitations.

Advantages: Convenient and reliable. Real-time communication across any distance up to 5,000 light years.
Disadvantages:

  1. Due to a limit enforced by the laws of quantum engineering, a Q-R transcomm can only transmit between units that contain "reeds" grown in the same proto-singularity matrix. Odds are virtually impossible that a randomly encountered Q-R device will link to someone you know. You can alter the resonance of a transcomm to reach unlinked reeds only if you have samples of those reeds present when you begin the relinking process. In so doing, you sever the transcomm from all of its old connections. This process is time-consuming, expensive, and dangerous.
  2. The hardware is rather bulky and cannot be carried as a hand-held device. The smallest Q-Reeds are about the mass and size of a modern-day car engine block.
  3. They require substantial amounts of energy to function.
  4. The heart of a Q-reed system is the quantum resonator "reed," which is constructed of unstable proto-singularity matter. If subjected to powerful implosive force, the reed will explode and (again due to the strange dictates of quantum engineering) a probability exists that every reed in its matrix chain will likewise detonate.
  5. Production of transcomms is hideously complex and expensive. The Tribes of Man do not have any capacity for independent production. Consequently, only a few transcomms exist in the wilderzone, virtually all of them owned by the Four. (It's rumored that the Imperials brought one to Kepler, and that the Children of Phoenix assault was a pretext for capturing the device.) Though they are more frequently encountered in the Empire, they are still uncommon there as well, and are virtually monopolized by the Imperial Military, which uses them in naval tactical coordination.



Mail packets
Basically a Pony Express style of communication wherein messages must travel with ships in order to get to their destinations. A variation of this is the Proxy (or Courier), a person who memorizes the message and transmits it orally. Proxies with brain implants can be conditioned to tune out their messages so they don't remember what they've said or what's been fed into them until they hear the appropriate codes.

Advantages: Fairly high security possible. Can go anywhere, be concealed in objects, offer full hologram presentation, etc.
Disadvantages:

  1. Can be intercepted and/or faked. Limited to the speed of Hyperweb travel.



WEAPONRY

The whirlwind speed of tribal combat has led over the centuries to a small core of weapon varieties becoming the standard loadout on the battlefield. The use of entek-assisted production and craftsmanship means most weapon designs don't vary significantly from tribe to tribe, although tribes with more technological savvy will make incremental modifications and improvements. The great majority of stock tribal weaponry is effectively the same across the wilderzone, with particular makes prized for durability and quality.

The so-called "weaponsmith" tribes, frequently independents such as the Forge of Hephaestus and the Daughters of Iron, are responsible for the most trade in tribal armaments, particularly in modified versions or improved models. Advanced Imperial weapons occasionally find their way into the wilderzone, but not in numbers sufficient to make a difference in the balance of power among the Tribes of Man. Most of these imports eventually seem to find their way into the hands of the Sabot-Styx weaponsmith bloodline of the Blood Eagle. The Blood Eagle deny accusations of Imperial collusion and also reject rumors of running a bounty price on Imperial gunrunners.


FIREARMS

Without exception, tribal weapons are simple, time-tested models that have existed for centuries. The only new twist is the spinfusor, with its gravitically accelerated aerodynamic payload. Most weapons designed for use with armor are heavier and carry a greater payload than hand weapons. Aside from blasters, armor-scale weapons are bulky and unwieldy for an unaugmented user. Neither do these weapons lend themselves well to concealment. Hence, when a distinction must be made, tribals frequently refer to armor-scale firearms as "war" weapons, and call personal sidearms "free" weapons.

Every armor-carried gun includes a T-grav nodule that helps minimize the weapon's effective mass for purposes of carrying and aiming it. In some cases, warriors set the T-grav node so high that when the warrior drops the weapon, it simply drops to within a half-meter of the ground and floats there. Such use will burn out the T-grav node fairly quickly, so most tribals only use this setting if they believe they will need to come by and pick up an auxiliary weapon quickly and in a short time. The more formalized a tribal conflict, as with the duels or team duels, the more likely such floating weapons are to be found.


Blaster

The Starloc-Wiren energy blaster is the most
common weapon found in the Wilderzone.

Strictly speaking, "blaster" describes any weapon that uses compressed energy to increase damage potential at a cost in muzzle velocity. The tribal war blaster operates by producing a compressed particle charge (which can be analogized--somewhat inaccurately from a physics standpoint, I'm afraid--to ball lightning), and then accelerating that charge to the target. Energy for the war blaster comes from the microfusion paks in a warrior's armor, though light blasters feature self-contained power sources that provide a limited number of shots.

Tribals personalize blasters more frequently than any other weapon. The stock - usually plastic or ceramic but occasionally terawood - is frequently covered with ornate carvings or stencils. Warriors commonly add notches to represent the confirmed kills made with their blasters. Finally, some blasters are given names by their owners. Among the Starwolf, for example, many improbable stories circulate about the famed Great Sergeant Kwinton M'kraken and his trusty blaster "Old Blue." I am also given to understand that before his death, Ulysses Konovalev was becoming quite well-known for his skill with a richly-engraved blaster given him by his Starwolf mother.

A blaster is traditionally handed down from a parent to a son or daughter at the child's Rite of Newblooding. Many such weapons have belonged to a particular family for generations, perhaps originally war prizes of a revered ancestor, and are considered valued heirlooms. Most tribes consider the gift of a blaster a symbol of entering adulthood and preparing to join the elders on the battlefield.

A blaster used in conjunction with an armor feeds off a powerlink set in the armor's gauntlet or vambrace, automatically connecting when a warrior draws the weapon. The powerlink draws energy directly from the armor's microfusion paks, which permits unlimited ammunition at the expense of armor jet mobility.

Blasters designed to be carried on armors are essentially heavy carbines in the hands of someone not wearing a suit. The grip is a malleable ortho-resin that conforms to the hand and style of the last person who held the weapon.


Plasma Gun


'Vulcarion' Plascannon variant shown here.

The plasma gun, or "plascannon," is a relic of the old Imperial armies, and dates as far back as the fabled Earthsieges. When Those Who Jumped ventured forth into the galaxy, they brought plascannons with them.

This weapon initiates controlled ignition in a "bullet" of compressed hydrogen to create a ball of dense, superheated plasma. The explosion of the surface layers of the hydrogen bullet provides the force to accelerate the plasma charge toward the target. A core of charged particles injected into the center of the bullet keeps the plasma from expanding for a few seconds after exiting the barrel.

Upon impact, the charge explodes and splashes plasma across a radius of three to five meters. This result is extremely effective against a group of targets. Peltasts in particular enjoy the benefits of the plascannon's firepower when attacking enemy Myrmidons.

For the same reason, the plasma gun also works well indoors, because enclosed space confines the target's mobility and sometimes concentrates the plasma's splash damage in a manner similar to a shaped charge effect. As with other explosive weapons, the wielder risks injury or death from her own plasma if she fires at targets too close to her.

The various tribes frequently use colorful nicknames for the plasma gun. The Starwolf call it the "Dragonsbreath." For the Children of Phoenix, it is the "Firespear." The Diamond Sword and their allies refer to it as the "Sunfinger." The Blood Eagle, however, simply call it a plascannon.

Unlike many other weapons, the Plasma gun has few variants. Most tribes will tweak weaponry to their own tastes, but a plasma gun used by the Children of the Phoenix on Priam III features almost exactly the same design as a plasma gun used by the Blood Eagle on Deus Sanguinius, many jumpgates away. Tribal historians believe the tried-and-true plasma gun simply continues to serve its purpose with enough effectiveness to discourage experimentation.

Plasma guns use a standardized canister for reloads, a reinforced bottle attaching with a magnetic-mechanical seal. The canister compresses the plasma supply and is itself constructed sturdily enough to minimize the chance of a stray breach in the field.

Due to its rugged and safety-reinforced construction, the plasma gun is a heavy piece of work. With the enhanced strength granted by most armors, wielding this weapon is little different from waving a blaster.


Chaingun


The ubiquitous 'chaingun' had many colorful
names among the various Tribes of Man.

This weapon has changed little from its "Gattling gun" ancestry some two thousand years earlier. The principle remains the same: multiple barrels spin at high speeds and spit out explosive flechettes at an extremely high rate. The flechettes are propelled via a primitive binary chemical system that nevertheless is supremely efficient. Armor strength augmentation and inertial compensators make recoil a negligible issue.

At close range, the chaingun can chew up all but the most heavily shielded targets in short order. Even an enemy encased in well-shielded Myrmidon armor will fall. The explosive flechettes are similar to bullets but are more aerodynamic and consist of a sharp stahlplast tip set on a two centimeter long shaft of hardened polyvulkanar resin that explodes on impact. The explosion drives the stahlplast tip forward to add to the flechette's penetration value. A typical flechette hitting an unprotected human in the torso will punch a coin-sized hole through the body while blowing open a hole the size of a dinner plate at the entry point. The rapid onset of multiple small explosions wears down even the toughest armor's shields surprisingly quickly.

The ammunition clips for the chaingun consist of packets of flechettes. Each clip feeds into the stock of the chaingun behind the grip, and is completely encased within the stock. Each "round" represents approximately five explosive flechettes and two armor-piercing flechettes. The armor-piercing variety use duracore stahlplast tips with secondary propellant for higher penetration velocity. The flechettes of each round tend to hit in a tight cluster with minimal spread against targets within twenty meters of the gunner. Outside of twenty meters, the flechettes spread rapidly and their effectiveness plummets accordingly.

The chaingun is a devastating weapon at what passes for close range in tribal combats. It has many nicknames. The Starwolf refer to it as "Ripfire," "Deathsong," or "Eagle-plucker" (along with other, less-savory names along the same lines). The Blood Eagle call it "Shrew" or "Bloodblaster," and the Children of Phoenix are fond of the name "Havoc." The Diamond Sword call it "Mother of Fury" when they care to use a nickname. Some scholars I've spoken to have some disturbing theories about a possible link to the Blood Eagle sirdar who uses the warnom "Fury." (Perhaps I'll relate these in a future report; they're such absurd speculations that I would be embarrassed to include them in this document.) And the independent tribes also add their nicknames. The Sons of Thunder, for example, seem quite attached to the term "Rolling Thunder" for this weapon. With all these various and sundry nicknames, it's a wonder anyone here really communicates at all. I personally think it absurd to say something like, "I have to reload my Rolling Thunder." Sounds like the kind of euphemism I'd expect to hear from a saar-marine on leave in the skinpits of New Caanan.


Spinfusor


The signature weapon of Tribal arsenals, few
warriors are found without a 'discer' equipped.

This weapon is an odd hybrid of magnetic and gravitic acceleration technologies. Most warriors call it the "spinfusor" after the ammunition it fires. It is also called the Stormhammer or by the more archaic spinfusil. Some tribes just call it the disc launcher.

The weapon fires a light, discus-shaped charge (the "spinfusor") wrapped in a transferro-covilium skin. The explosive is usually a magnetically activated, hypervolatile impact-oxidizer such as Gamma-T or ZJ-90. Once activated, the weapon creates a localized magnetic field that suspends the disk in the ready position and spins it up to a high speed. Without the magnetic field, the disk remains inert. However, with exposure to the spinfield, the ordinance gains its explosive potential, which is apparent in the "inflation" of the disk to a more discus-like shape, and by the flashes of electrical sparks that become visible within the disk itself.

When the trigger is pulled, a gravitic pulse accelerates the disk to subsonic velocity without disturbing the magnetic field of the disk. The disk's spin then provides a gyro-stabilizing effect such that the disk travels in a straight line to its target in all but the fiercest atmospheric conditions. In addition, the weapon creates a gravity "line" to further stabilize the disk's vector. This line persists for a moment or two only. Anyone who comes into contact with such a line would feel a slight wrench or push, not enough to deflect a man-sized mass, but perhaps enough to break a warrior's concentration. The gravitic "direction" imparted to the disk also forces it to travel at a constant speed. In flight, the transferro-covilium skin of the disk superheats and ablates, giving the ordinance its familiar light-blue trail. The disk alone is capable of beheading a warrior in light armor even if the explosive somehow malfunctions (a very rare event). The gravitic pulse also triggers the loading of the next disk from the magazine.

In the current model of the spinfusor, a very short delay occurs between the time of pulling the trigger and acceleration of the disk. Removal of the kinetic dampers eliminates this delay, but dramatically increases the risk of the magnetic field collapsing and detonating the weapon's entire payload. Consequently, warriors accept a lower rate of fire as an unalterable feature of this weapon.

Outside of the mortar, this weapon produces the greatest splash damage (over five meters' diameter) of all the traditional tribal weapons. Given the highly mobile nature of tribal warfare, this explosive damage effectively increases weapon accuracy, since even a near-miss can be sufficient to disable or kill a target. It should be noted that the explosion is thermal and concussive, but that the disk disintegrates completely without producing any shrapnel.

Standard ordinance for a spinfusor - one disk -- weighs about half a kilo. Lighter and heavier ammunition is available to achieve longer range or greater splash damage, but the standard loadout remains the most popular. A typical spinfusor magazine sits on top of the weapon and feeds the disk into the launch position, each disk is flat and takes up relatively little space until it has been magnetically charged. The gelid blue color remains dull until the disk enters the magnetic field, at which time the disk takes on its luminous blue, electrically-charged appearance. The weapon's greatest disadvantage is the low magazine capacity, since only fifteen disks can be carried at any one time.


Grenade Launcher


Ancient in origin, grenade launcers remain a cheap
and easily maintained staple of Tribal armories.

One of the most primitive ranged weapons still in use, the mechanics for this weapon are simple: a chemical charge propels an explosive device. The smoking residue of the powder gives the ordinance its familiar white smoke trail upon ejection from the chamber. The explosive operates on a timed fuse of approximately three seconds, normally bouncing once or twice before exploding. Unlike spinfusor or mortar rounds, grenades are typically designed to fragment and thereby produce shrapnel.

Tribal warriors favor the grenade launcher because it is simple, cheap, and provides indirect fire capability. Our own Saar-Marines of course are rumored to use micronuclear grenades with integral antigravity drivers and target-seeking capability, but even if these tales are true the expense would be far more than the simple, tried-and-true tribal version of the weapon.


Laser Rifle


The Artemis longrifle is lethal even
from several kilometers away.

The laser rifle has by far the longest range of any weapon of the tribal infantry arsenals and is accurate to a range of several kilometers. It is also known as a sniper rifle or longrifle. It works best when combined with an armor's built-in optiks for targeting across substantial distances.

I heard a ludicrous story about the Diamond Sword having invented this weapon-as if we haven't had laser rifles in the Empire for over a thousand years! The Diamond Sword originally produced the popular Artemis model of this weapon, but the weapon itself has a long history that predates the appearance of the tribes themselves. Still, the current exaggeration is consistent with the tribals' love of heroic myth. I don't think anyone actually believes the story, but they all speak of it as though it were fact. The truth is, the Diamond Sword made extremely effective use of snipers when they appeared in the wilderzone, so much so that the tribals probably invented this yarn to explain the sworders' prowess. And like so many other apocryphal parts of tribal history, folklore evolved into accepted facts. Our historians have quite the knot to untangle out here, to say nothing of intelligence services.

The longrifle requires a great deal of energy to use and will rapidly drain the normal energy cell of an armor. Consequently, only with the augmentation of an energy pack can a warrior fire this weapon and retain use of the armor jets.

Only tribals wearing light armor can use longrifles. The reasons are simple. First, the longrifle is a relatively delicate mechanism by tribal standards, easily disabled by powerful concussions. Heavy and medium armors typically lack sufficient mobility to avoid battlefield explosions to the degree required to keep a longrifle safely functional. Second, tribal armors have incorporated, over time, specific secondary powerfeed requirements for the longrifle that have been integrated into light armor design schemes, but not in the larger armor classes. Since the longrifle requires more immediate energy than any other tribal weapon, the need for a dedicated channel from the armor's energy pack is crucial. Finally, the designs of the medium and heavy armors do not typically permit the range of motion optimal for use of a longrifle. Still, I am told that every so often, some renegade tries to use a longrifle with a modified myrmidon armor. The amusing results of these attempts at innovation provide tribal warriors with grim jokes they are fond of telling to lighten the mood during dropship assault runs. The expression "like Artemis with a slug" means two things that just don't go together, something utterly ineffective or idiotic.

Continuing my anecdotal departure, Danli, I've heard this weapon is well-balanced and a pleasure to use. As with the blaster, the typical longrifle features extensive terawood use in its stock, though less ostentatious ornamentation. Tribal snipers are quite fond of their weapons and are fond of giving them names.


ELF Gun


The ELF was a favorite tool
of Blood Eagle interrogators.

The Electron Flux Gun, or ELF Gun, has undergone a great deal of change from its origins as a powerful Herc-mounted weapon. Military historians remember the dagger-shaped Electron Flux Whip discharging blasts of controlled lightning at a target. The original ELFs were definite energy hogs, but ones capable of knocking down shielded targets quickly.

A handheld version of this weapon was produced as early as 2734, although it never made it past the prototype phase of testing. For centuries, attempts to miniaturize the ELF failed for two reasons: the enormous power requirements and the excessive amount of shielding required to prevent the injury or death of the shooter.

Sometime before the Sixth Firetruce, a workable variant began to see use on the battlefield. The old weapon was essentially "lightning in a bottle," a massive, barely-controlled electrical discharge. This new version was more of a finesse device; creating a resonance effect. When fired, the ELF bathed the target in a wide emission of electromagnetic energy. A microcomputer in the weapon analyzes the feedback from the initial burst and shifts the next discharge to a resonating frequency. This process takes only milliseconds and is ongoing.

Against a shielded target, the effect apes the use of sound to shatter a glass. The target's shields will falter, then fail. Against another tribal, the resonance effect not only knocks down powered armor shields, but causes an energy drain that renders the armor jets and energy-dependent weaponry useless.

This functionality comes at a price. The ELF Gun has only a very short range, and does not cause immediate damage to an armored and shielded target. The sensation of being hit by an ELF has been described as "like putting a battery to your tongue, but with your whole body being one big tongue." Painful but not excruciating, the ELF can produce fatal results if directed at a person long enough, generally around eight to twelve seconds. It does so by draining armor energy and then causing the unshielded human target to go into cardiac arrest. Some electrically insulating armors have managed to blunt this effect, but the supplementary insulation adversely affects armor performance in other ways.

I've heard reports that this weapon is commonly used as an interrogation tool. Evidently with a little ion-gel rubbed on extremities, the pain of a low-level ELF discharge is enough to crack all but the strongest wills.

Most of the tribals I interviewed regarded this weapon with distaste. They acknowledged its place on the battlefield on disabling enemy turrets, but few were eager to carry one. "It's as accurate as a bull with a blindfold," one wag told me. Still another warrior told me the ELF was his favorite weapon in close quarters.

The Scorpion turret mounts a larger version of this weapon. This variant is far more powerful and inflicts greater damage but does not drain energy as rapidly, and can be considered a close "cousin" of the original ELF, essentially a lightning whip.


Mortar


The SCARAB-mounted mortar was a Blood Eagle
innovation that rapidly spread throughout the 'Zone.

This particular weapon evolved from a Herc-mounted weapon developed in the post-Starsiege era. The Hellstar Vehicle Mortar (HVM) appeared on Hercs from approximately 2900 to 3300, primarily the Talon Mk. III, Skullsplitter, and Perdition-class Hercs. In the corporate wars of the 33rd century, the Unitech Giant-class Herc also incorporated a version of this weapon.

When the Blood Eagle first moved into the wilderzone, they brought Hercs and related equipment with them. Against the lightly-armored tribesmen, the mortar-equipped Hercs proved extremely effective. Years passed, however, and the Hercs broke down far from the supply lines of the Empire. Lacking the Herc platform to carry it, the Blood Eagle discontinued use of the mortar.

Once the Blood Eagle adopted the powered armors of the tribes, they revisited the weapons they have used on Hercs to see what they could modify for their use. The Hercules mortar was one such weapon, miniaturized and re-engineered for use with powered armor. It rapidly became one of the most feared weapons in the wilderzone. Nothing else in the tribal arsenals has the capacity to deal as much damage.

The weapon works like the grenade launcher, but on a much larger scale. The propellant is far stronger than ordinary chem propellants, making use of a surprisingly stable mix of hypervolatile compounds. A large percentage of cuprous oxides present in the mixture gives mortar shell smoke trails their characteristic green color.

With a thermal splash radius of ten meters, this weapon is capable of clearing a room, destroying heavy equipment with a single shot, or scattering a group of enemy warriors like rag dolls. Warriors equipped with mortars can rain destruction upon an enemy base from a reasonably safe distance. Most mortar round do not incorporate a shrapnel design, as the effectiveness of shrapnel against armor shields is minimal.

Some veteran tribal warriors have mastered the skill of "mortar jumping." This action involves the warrior firing a shell at her feet and letting the blast carry her over a significantly greater distance than use of the armor jets alone would permit. It sounds suicidal, I know, but such is the kind of bravery one finds among the barbarians. It is a typical example of how the tribals find new uses with their core of admittedly unsophisticated technologies.

Given the mortar's unmodulated weight of almost one metric ton and the weight of its ammunition, only the heavy Myrmidon class armor possesses the capacity of lifting this weapon (even with T-grav nodes reducing the mortar's effective mass).


Targeting Laser


The Targeting Laser is an essential tool
shunned by some and cherished by others.

Not a true weapon, of course, the targeting laser operates as a simple rangefinder. Linked with the armor computers of other tribesmen, it enables the bearer to "paint" a target for his companions who carry mortars or grenade launchers. The tribes who coordinate best between laser spotters and mortar bombardiers clearly enjoy significantly more success than less-disciplined tribes. According to my Sons of Thunder friends, many warriors disdain use of targeting lasers for reasons of pride, and choose instead to seek personal glory.



MELEE WEAPONS

Most tribal combat waged in earnest involves solely the use of firearms. However, my tribal sources say that though less common, melee weapons do have a place in tribal combat. Such weapons include swords, axes, flails, whips, staffs, and any other implement that necessitates the user being at close range to the target in order to deal damage. These are effective because they do not carry sufficient kinetic energy to exceed the threshold of the armor shields (save when the weapon uses pak or battery-powered energy in some manner). Hence, melee weapons essentially bypass shields and attack armor directly. When driven by the augmented strength of tribal armor, a sword or axe can pose as severe a threat to a tribal warrior as a chaingun.


Swords, Knives, Katars, and Tetrahooks
Though tales of rocket-assisted warhammers and blaster maces are quite common in the mouths of tribal storytellers, the most common melee weapons having relevance on the battlefield are of the bladed variety. Since tribal armor shields do not protect against the far more slowly-delivered impact of these weapons, tribal warriors occasionally do bring various melee sidearms to war.

Most commonly found are swords of various types. The Gehenna Sharks were known to use a wickedly serrated blade made of splint-etched memory metal. Upon penetrating to flesh, the sword would essentially release a jagged piece into the wound, an effect often more devastating by the tribe's frequent use of poison.

Monomolecular-edged swords and knives are also used, but although these are devastating against unprotected targets, they yield far less effective results against tribal armor. The diamond-coating and ultradurable carapace of an armor quickly blunt monomolecular edges and can stop all but the most determined blows, unless those blows find an exposed point in the protection. Joints and areas lacking armor covering are the best targets for such blades.

Many swords have a hollow core partly filled with a heavy liquid metal such as mercury. Such a feature adds to the sword's momentum during a swing by shifting the balance from the hilt toward the point.

Katars, or punch-daggers, are surprisingly effective in armored close combat, though they offer no overwhelming advantages over regular combat knives. They are especially favored by the Blood Eagle.

I found a tetrahook in a bazaar in Bira Marduk and had the opportunity to see its use demonstrated by a streetfighter against a melon. The tetrahook is a curious and disturbing weapon mostly used in unarmored tribal duels. It consists of a grip sprouting four (sometimes three) curved and barbed - often serrated - blades at cross angles, much like a monstrous dragon's claw (which is, incidentally, the nickname of this instrument). One holds it as one would hold a cross-shape gripped by the hub. A tetrahook is designed to collapse into a flat plane for sheathing. When ready to use it, one triggers a spring-loaded or memory-metal mechanism that snaps the four blades open to their ready positions. Some tetrahooks have backward curving or forked blades, and some have hollow channels for injecting poison into wounds. Some variations are strapped around a wrist rather than gripped, but my sources say the handheld version is far more effective in practice. Either way, the tetrahook is an intimidating weapon. I gathered from the demonstration that tetrahook duels are extremely bloody affairs, wherein the users try to close so they can punch the barbed hooks into each others' vitals or hook flesh so as to manipulate the victim with pain. Tetrahooks also make excellent parrying weapons.

Curiously, the Children of Phoenix are the most frequent users of tetrahooks. The Blood Eagle apparently consider them too flamboyant, though the Halakar bloodline of Bira Marduk encourages use of the weapons in streetfighting contests. A thought strikes me as I write this, Danli; perhaps the Blood Eagle see tetrahooks more as recreational toys than true weapons. Chilling, if true.


Fluxtorches
Fluxtorches are an example of simple tribal technology that nonetheless works well despite its lack of sophistication. A fluxtorch is nothing more than a plasma torch partly contained in a magnetic bottle. The magnetic containment only channels the plasma into a rough cylinder-shaped "blade," something like a hose channels water. The tip of a fluxtorch is a spreading flare of plasma, which dissipates quickly enough but still produces tremendous heat. The weapon has been likened to a flame-thrower waved around like a sword, with plasma vapor trailing in the arc of the swing. It can by no means be considered a "finesse" weapon. My understanding is that using it without the protection of armor is tantamount to suicide. The plasma is at least as bright as burning magnesium, such that an observer lacking optical filters will be temporarily blinded.

The plasma is hot enough to do substantial damage through shields and armor, but it also splashes considerably, so the wielder must take care not to injure himself by holding the weapon against the target for too long. The fluxtorch's blade measures approximately one to two meters in length and holds enough plasma for two minutes of continuous use. Unless the materials in the hilt are rather more advanced than the usual tribal alloys, the chance of the weapon malfunctioning in prolonged use rises substantially.

Such a volatile weapon holds other dangers. Nabterayl told me a story of a Child of Phoenix who attacked a Starwolf in heavy armor with a fluxtorch, only to have the warrior grapple unexpectedly and turn the fluxtorch against him, burning his arm off and cooking his chest badly enough to cause internal damage. The Child of Phoenix killed the Starwolf by slapping a mine on him and jetting out of the explosion range, only to perish shortly thereafter from the fluxtorch's horrific burns.

These tribal warriors may be unsophisticated, Danli, but if Nabterayl's story is true, they appear all the deadlier because of it.


Choices of the Four
The Great Four Tribes, as the barbarians refer to the four dominant tribes of the wilderzone, display markedly different preferences in their selection of melee weapons. Some, such as the Blood Eagle, retain such weapons for ceremonial occasions, whereas others such as the Diamond Sword appear to invest great spiritual significance in their blades.

The Diamond Sword, unsurprisingly, favor a long hand-and-a-half sword of duracore parasteel. My suspicion is that many, if not most, of these weapons were brought from Imperial space, since nothing I have seen indicates tribal weaponsmiths are capable of producing DPS. Be that as it may, surodoi of the Diamond Sword always appear with a sword while out of tribal armor, and only surrender them in rare circumstances, such as at a parley or a tea ceremony. Many of the unit and rank names appear to connect to the tribal sword theme. Clearly, swords have great psychological weight for this tribe. The variety of swords varies greatly, with some following the styles of ancient Nippon and others drawing from a host of European and Near Asian influences. You are just as likely to see a member of the Diamond Sword carrying a claidh mor as a tachi. I am told a gathering of surodoi is an impressive display of antique martialry. Remind me to tell you sometime of the curious stories I have heard regarding the origins of this enigmatic tribe.

Displaying typical ingenuity, the Starwolf are fond of using a modified halberd that incorporates inertial enhancers to increase the effective mass-energy of the weapon's impact. Other Starwolf melee weapons focus more on hunting purposes than outright combat. Depending on the prey sought, however, certain of these items are just as effective on the battlefield. "Skytrops," for example, are small spiked balls containing a small gravitic motor that allows them to be thrown over a far greater distance than the powered armor would ordinarily permit. They can be modified to home in on an armor's shield signature so that their flight paths curve toward the target. Many skytrops are coated with drugs or toxins, while others are timed to explode on contact with a target. The latter have the force of a microgrenade, but can be geared to produce an electron flux pulse that weakens the target's shields for an instant. The Starwolf have also been known to utilize rocket-driven spears and magnetically-adhesive alloy nets.

The Children of Phoenix prefer explosive-tipped javelins and fluxtorches. Part of this choice may be traced to the tribe's thematic obsession with fire, but undeniably Phoenix warriors are considered the most effective of melee fighters, even more so than the Diamond Sword. Some Children mount sharp blades on their vambraces and greaves, so that in close combat they have the opportunity to strike at their opponents without having to draw a blade. Despite their insistence on unity and their efforts to appear cultured and regally sophisticated, there is a brutal side to this tribe that causes me much puzzlement and unease.

Many Blood Eagle use a wickedly barbed katar, or punch-dagger. Some of these weapons feature a small laser engineered to fire from the hilt down alongside the center of the blade. In duels, the Blood Eagle use taloned gloves and swords, but almost never bring them into line combat. The typical Blood Eagle blade - if it is not a katar -- is curved after the Arabic styles of Old Earth. Indeed, sharp blades hold great significance for this ex-Imperial tribe, as you might imagine from all the horrible stories. One of the enlisted ranks is even named after a knife, and one of their officer ranks literally means "Knife-Captain." Of course, the Blood Eagle talent with knives is well-known in the wilderzone, Danli, well-known and feared.

23 mars 2009

Tribes roleplay

The Firetruce

 

Editor's Note: This history of the Firetruces is told by Nivek ilac Azanti, Savant Astrakhan of Bira Marduk. What follows is an excerpt from his work, "Blood, Fire and Sword, The life, death, and rebirth of the Children of Phoenix." Published in 3940 it drew much criticism from the Phoenix and the Diamond Sword as well, but is widely regarded in the Empire and among many Wilderzone scholars as the most comprehensive text on the history, culture and politics of the First Tribe ever written. Therein he chronicled the major events of the first six Firetruces, the origins of the event and the significance of the impending Seventh 'Truce. Sadly Azanti never lived to see the opening ceremonies in 3941. He died on Sahranon Xi IV four months prior to the Firetruce's commencement. It is said that before his passing Phoenix Prime Gistos visited Nivek and congratulated him on his work. Folklore however, as well as many urban legends, maintain that he knew, and published, too many of the Children's secrets and was therefore assassinated. Medical records show that Azanti died in his sleep of heart failure. His death was ruled as being by natural causes.

 

INTRODUCTION
Ah, now we approach a topic dear to my own heart, for it holds the hope--perhaps even the promise--of peace for the Tribes of Man. These old eyes will probably never see such a miraculous development, but I can pray that fortune will favor my granddaughter with an end to this war and tumult that threatens to overwhelm us all.

I shall examine now the famous custom of the Firetruce, begun centuries past by the Children of Phoenix. The reader will forgive, I hope, the gaps in my knowledge. Despite the rigors of my scholarship, some details are forever lost to time, or lie locked in the secret histories of the Four.

Nivek ilac Azanti, Savant
Astrakhan, BIRA MARDUK
17 Lost Sword 3940

What is the Firetruce?
Held twice per century, the Firetruce represents a singular tradition among the Tribes of Man, one modeled after the Olympic Games held on Old Earth millennia ago. The Firetruce began as an effort to promote tribal unification, a return to the days when all tribesfolk were of one tribe. Though that purpose ostensibly remains, the Firetruce has become a forum for competition among the Tribes of Man. Tribal delegates now view the Firetruce as a showcase for political grievances, an opportunity for intrigue, and a stage for humiliating rivals.

In The Beginning
At the outset of the 35th century, the explorers and settlers who roamed the fringes of the Empire called themselves "The Children of Phoenix." Though they sprang from diverse backgrounds, they had evolved a set of customs and a sense of kinship that they described as tribal.

In 3450, the Empire sent the Order of the Blood Eagle to subdue these frontier "tribes." The subsequent war shattered the unity of the Children as splinter groups fled the Blood Eagle or denounced the Children of Phoenix leadership for failing to protect them. By the end of the century, the Children had broken into many different tribes, but the Blood Eagle had become a "tribe" as well, and war continued unabated through the wilderzone.

By 3600, over 100 different tribes existed, the two largest being the Children of the Phoenix and the Blood Eagle, which made up over fifty percent of the total tribal population. The Starwolf were just beginning to emerge at this time, and the Diamond Sword had yet to form. At this time, tribal warfare began to subside. Chief among the new tribes was the Gorgon Killers, a group of ex-Children who had adopted the brutality of the Blood Eagle. Through the dominance of the Children of Phoenix, the Blood Eagle, and the Gorgon Killers, warfare had declined to small-scale raids and skirmishes. The Phoenix Prime dared to express hope that peace would come to the Tribes of Man.

In 3610, the Starwolf and the Blood Eagle fought over the planet Ganges III. At some point during the battle, ecocidal weaponry was used, leaving the planet a lifeless husk. Each side blamed the other, and so began the centuries-long hatred between these two tribes. The relative peace that had begun to blossom appeared ready to die like a candle in a windstorm.


RITUAL AND COMPETITION


Preparation
An event such as the Firetruce requires intense preparation for months prior to the arrival of the tribal delegations. Emissaries from the major tribes meet with the Children of Phoenix to prepare the site. Though the Children maintain control over the site and oversee the work, the other Great Tribes and even some of the leading independents have opportunities to suggest changes or particular features.

Opening Rites
The official opening of the Firetruce comes with a lighting of the Truce Flame by a representative of the tribe that won the previous Firetruce's Grand Duel. The Children nurture the Flame in the years between Firetruces. Thereafter, the attending tribes present themselves to the Phoenix Prime and the other tribal leaders in an extended martial parade called the Salute.

The Firetruce typically lasts ninety standard days. Since the event occurs so infrequently, the Children have traditionally set aside a large bloc of time for it.

Unity Speech
The Phoenix Prime offers the first speech of the Firetruce, speaking to the assembled hosts with the Firetruce Council arrayed behind him/her. The speech describes the common history of the tribes and argues point by point for a new unity in the wilderzone. This speech often highlights the personal charisma of the Phoenix Prime and also offers the Children a unique forum for their views. Political subcontext usually riddles the Unity Speech, such that other tribes pay close attention, as the focus of the speech heralds the tone for the rest of the event.

Other Speeches
Following the Phoenix Prime, delegates sent by the other Great Tribes each offer a speech. There is also a speech by a leader purportedly selected by the independents, but more often than not, this individual only speaks for a dozen or so of the smaller tribes. On occasions when the Imperial legate attends, he or she may offer a short speech on behalf of the Empire. The legate has attended the Fifth and Sixth Firetruces.

THE COUNCIL
Without doubt, the heart of the Firetruce is the Council, a collection of tribal representatives, principally from the Great Tribes, that meets to discuss the prospects for unity, negotiate over holdings, settle grievances, and make adjustments to the Tenets of Harabec. Each tribe sends a delegation made up of leading officers and other influential figures important in tribal politics. The Phoenix Prime always attends, and occasionally the Great Eagle and a member of the Diamond Sword Triad will make an appearance. The independents have a small group, easily outnumbered by the representatives of the Great Tribes. The Imperial Legate may also attend, either in person or through an agent, though the Imperial is not allowed to vote and may be excluded from deliberations through a simple vote.

Much political maneuvering goes on during the Council, often accompanied by a range of clandestine effort to influence the voting blocs for various issues. Economic concessions and political threats are the most common means of affecting votes, though blackmail, personal threats, and even slander are not uncommon (though unsanctioned). Much intra-tribal power-brokering goes on during these Councils, with only the Children showing much unity. The Diamond Sword are not immune to such struggles, though their politics are a cipher to outsiders.

THE CONTESTS
These are the true draw for the average tribal, and competitions of all varieties rage throughout the Firetruce, from races, duels, and contests of strength and technical proficiency to gambling, drinking, and art. The prizes for victors range from custom weaponry to cases of Imperial cognac. Incredible gambling accompanies the contests, and intrigues aimed at manipulating results are common. The tribes are particularly vindictive toward anyone caught trying to blackmail or unfairly influence the outcomes of contests. Nevertheless, these efforts continue.

The Phoenix Prime behind the First Firetruce, Quinn Istvan, was well aware of the warrior culture of the tribes, and he refused to try to change it. "Unity," he reportedly said, "does not require us to forget who we are, or how our ancestors fought their way to triumph during the Cybrid Wars. The Blessed Harabec is a soldier, and he has died countless times in battle for us. We must not forget, and so although some say the Grand Duel is barbaric, I say it is a celebration."

Races
Races range from unassisted footraces to armor races to vehicle contests. Some races are purely speed and maneuvering, such as the Snake Race, whereas others such as Morningstar's Run require participants to move through a gauntlet of obstacles and even live weapons fire.

Combat
Again, drawing parallels to the ancient Olympics, contests of martial and physical prowess are a highlight of this festival. Hand-to-hand combat is most popular, as are competitions involving marksmanship. "Traditional" events, such as feats of strength and displays of agility are supplemented with competitions as to who can reassemble a chaingun the fastest.

Team events, such as "capture the flag," are very popular and last the entire month of the Firetruce - though they do not use real weaponry for fear of igniting blood feuds and disruptive battles in the midst of the Firetruce. Instead, low-powered weapons with links to a central computer are used to simulate a true battle. Some versions use no weapons but permit virtually unlimited physical contact. The tribe that wins the overall team competition gains great glory and enhances their combat reputation tremendously.

The duels are the most popular event, however, as well as the most frowned upon by tribal peacemakers. Although duels also use low-powered weaponry and computer-linked judging, the intensity of the average duelist leads to incredibly violent competition. The Grand Duel, for example, is close combat, typically unarmed (though some Grand Duels have involved knives or even plasmafax). Nevertheless, the Grand Duel is invariably the most violent officially-sanctioned event of the Firetruce, with several deaths among the contestants a regular occurrence. It is also the most popular and the most prestigious, so the Children believe it serves a cathartic function, even for their own warriors.

Blood Feuds and the Sandtraps
Though dedicated to peace, the Firetruce does not escape the tribal predilection for feuding. Old feuds and new feuds alike lead to numerous encounters during the various events, most of which are broken up by tribal peacekeepers. Nevertheless, persistent warriors can find an outlet in the underworld that springs up like mushrooms around each Firetruce. These "sandtraps," named for their traditional sandy floors, are clandestine arenas that permit betting and live weapons for duelists. They are mostly used by the bloodthirsty, the desperate, or the vengeance-oriented. To keep the peacekeepers quiet, heavy weapons are not used. Most sandtraps allow the use of melee weapons and powered armors. Some of the better-concealed locations may even permit blaster use. Betting on sandtrap duels is fierce, the more so if a genuine blood feud is involved. The winners receive a healthy share of the purse, and the word spreads. Performance in the sandtraps can either boost or kill a warrior's reputation.

The Grand Duel
The centerpiece of the Firetruce competitions, the Grand Duel is a one-on-one close-combat contest that culminates on the last week of the Firetruce. It is the most popular event of the Firetruce, and tales of the finals become legend for many years after.

The rules are single-elimination, with the contestants fighting until one drops or yields. The warrior who wins the Grand Duel earns lifelong fame, as well as bragging rights for his or her tribe. Grand Duels often become personality contests by the final rounds, and grudge matches between participants are common.

At times, depending on the contestants and the whims of the judges, blades or plasmafax are permitted the contestants. Usually, such weapons are only demanded where the fighters have declared blood feud against each other. These bloodmatches are usually short, brutal, and even more well-attended.

The Jewel of Glory
The winner of the Grand Duel receives as prize the Jewel of Glory, a singular artifact crafted for each Firetruce by the finest crafters in the Children of Phoenix. Each jewel has a unique name and setting, and families that wear a Jewel to the Firetruce are treated like celebrities, though they are expected to be able to tell the tale of how their ancestor won the Jewel--and tell it well.

Kailoh Plays and Street Theater
Entertainment is an important part of the Firetruce. The Children of Phoenix have troupes putting on plays that detail the rich history of the Tribes of Man, especially the deeds of the Immortals. These plays are called "Kailoh Plays," after the stylized masks used by the actors. It is an old style dating from the 31st century, and very popular among the tribes, especially the Children of Phoenix, who consider Kailoh a mark of culture. Imperial visitors, however, consider tribal versions quaint and unsophisticated.

The fraytown that always grows around a Firetruce offers a counterpoint to the formal styles of the Kailoh. Various street shows bubble up amid the bazaar and in the taverns and around the tribal cantonments. Some shows are more artistic, whereas others are burlesque or satirical. The shows of the Fourth Firetruce were noted for their biting attacks on the Blood Eagle.

The Great Bazaar
The Firetruces are also well known for substantial trade markets that spring up around arenas and amphitheaters. Tribes circulate and trade. "Weaponsmith" tribes such as the Forge of Hephaestus or the Blood Eagle's Sabot-Styx are very popular.

Everything is for sale at the Bazaar: weapons, neosilks, thralls, light tattoos, food, art, music, exotic drugs, and secrets. Minstrels play the latest ballads, mercenaries solicit contracts, and itinerant grievers sell salvage and read fortunes. Imperial merchants descend on the Firetruce in great numbers, and occasionally bring advanced devices with unusual capabilities. Anything is for sale here.

Parties and Celebrations
Tribal intermarriages are also common at this time. Younger tribesmen and women often indulge in bacchanalian activities and these lead to the founding of long-term relationships. Liasons between members of rival tribes, however, tend to be fleeting at best. Still, even the Eagle can lie down with the Wolf, so to speak, though the results may prove disastrous.

Konovalev and Cloudchaser
The Sixth Firetruce marked the first meeting of Alexandre Konovalev and Freya Cloudchaser. Konovalev was a young Blood Eagle prodigy, said to be a brilliant tactician and determined warrior. He had risen to the rank of Talon Prime in the Incarnate Vengeance Talon of the Marathon Pennant. Cloudchaser was a renowned duelist from the Starwolf's Girru Bandai Pack, daughter of the Pack High Chieftain. The two are said to have met while on opposite sides of a tribal brawl. Another story says they met while fighting one another in a sandtrap, and later slipped away to share a bottle of Tirnathian froth brandy. Whatever the truth, the attraction between the two was clear, and they began a liason that continued beyond the Firetruce itself.

When Alexandre became Great Eagle in 3904, he proposed marriage to Freya as a way of bringing peace to the two rival tribes. The records of Alexandre's communications leave no doubt as to his love of Freya, but they also hint at the madness that would later consume their relationship. Ironically, this gesture of reconciliation would provide the fuel for an even more terrible conflict between the Blood Eagle and the Starwolf. Had Konovalev not married Cloudchaser, it is possible the Children's efforts to mediate would have succeeded, and the fate of the wilderzone would not have rested in the hearts of star-crossed lovers.


THE FIRST FIRETRUCE (3641)

Bright Dream of Unity
By 3640, every tribe was again either at war or preparing for war. Desperate to find a solution that would head off another destructive conflict, Phoenix Prime Quinn Istvan yl-Harabec brought a bold proposal to his people. The Tribes of Man would have a temporary cease-fire, a truce between all the tribes that would open the way to the exploration of peaceful solutions.

At first, even the Children of Phoenix were skeptical, but Quinn Istvan yl-Harabec would not be denied.

"If we do not take this first step, who will?" the Phoenix Prime told his assembled generals. "Who will assume the responsibility? We must not look at the other tribes as blood enemies, but as rebellious children who have lost their way. They are all children of Blessed Harabec. Can we not dare to tame even the Blood Eagle or the Gorgon Killers? Can we not dare to risk ourselves for peace?" After considerable debate, the Phoenix elders agreed, and the Children opened their heartworld--then the planet Navaj Erath, famous for its canyons of windcarved sandstone spires--to a gathering of all the Tribes of Man.

Doing so entailed a great risk for the Children, as they made their heartworld vulnerable. However, Quinn Istvan, like many Phoenix Primes, was a scholar and a historian, one familiar with the ancient history of Terra. He held a particular interest in the Hellenic cradles of civilization. Thus, he crafted his cease-fire to mirror the flavor of the classical Olympic games.

Ultimately, every tribe agreed to attend. Some groups required more persuasion than others, but in the end, the Children of Phoenix prevailed. On the Month of the Seventh Sky, 3641, the Tribes of Man assembled on the heartworld of the Children; the first time they had assembled in peace since The Splintering. Originally called "The Gathering of Unity," the event quickly earned the name "Firetruce" after the great torch Quinn Istvan caused to be ignited by the leaders of the Three during the opening rite. The new name stuck, and the Phoenix Prime's original term fell into disuse and then into history.

The Firetruce was wildly popular. The duels and competitions drew huge crowds, the largest ever seen in the wilderzone. The iconoclastic Children of Phoenix stringer called the "Space Monkey" won all the grav racing events, and Miroko Flannery of the Frost Queens took the dueling prize after a bloody final match with Tubman Slash of the Blood Eagle. The Children of Phoenix won the flag capture competition after turning back an unexpected challenge from the Starwolf.

As their people mingled and participated in the many festive events, leaders met behind closed doors. Quinn Istvan led discussions including Great Eagle Achilles Nagashima of the Blood Eagle, Geali Blood-Burns-Even-Steel of the Gorgon Killers, John Redbear, reluctant spokesman for the upstart Alliance of Starwolf Packs, and the famous Diezral Chen of the Starslayers. They and representatives of the other tribes codified the body of oral traditions called "The Tenets of Harabec." The Tenets became the closest the Tribes of Man had for laws. The Firetruce Assembly also agreed a Firetruce would be held every fifty years on a world of the Children's choosing.

The records kept of this meeting are lost now, but Quinn Istvan clearly accomplished the near impossible by convincing the Blood Eagle and Starwolf, as well as the many other tribes, to agree to these tenets. Tribal histories tell little about the life of Quinn Istvan other than that he was a charismatic and forceful leader who preferred to offer the hand, but was not afraid to use the shockwhip. He clearly recommitted his tribe to the cause of peace, to the point where much progress occurred because of "gifts" made by the Children to the other tribes. The extent of the Phoenix Prime's generosity is unknown, but the records suggest he strained the Children's considerable wealth. Shortly after the Firetruce, the Children transferred several disputed systems to the Blood Eagle, the Gorgon Killers received several new starships, and the struggling Starwolf gained access to much better weapons technology.

At the conclusion of the month-long festivities, Quinn Istvan may have examined his accomplishments and concluded that peace was at hand. Many tribes had rejoined the Children of Phoenix during the Firetruce, and the Starwolf and Blood Eagle had tentatively agreed to end their hostilities. The Phoenix Prime had every reason to hope that tribal unity was more than a mere possibility.

Quinn Istvan would not live to see the next Firetruce, however. He died in a hunting accident ten years later, and leadership of the Children passed to his young son, Quinn Andrei yl Harabec.


SECOND FIRETRUCE (3691)

A Peaceful Step
The second Firetruce began in the Month of Jaguar's Hunt in 3691, on the silvery grasslands of the planet Ushasia. Nearly all the Tribes of Man came freely, the memories of the first Firetruce having sown the seeds of legend throughout the wilderzone. The month passed successfully, with a general sense of good will permeating the events. The status quo was comfortable for most tribes, and they chose not to deviate from it. By this time, the Starwolf had risen nearly to a prominence sufficient to challenge the dominance of the Three. Still, the Starwolf penchant for riding the unexplored threads of the Hyperweb to settle new worlds meant that little territorial conflict ensued. It was a time of relative peace in the wilderzone.

Quinn Andrei was a reasonably capable leader, though not a great one. He lacked the charisma and decisiveness of his father, the intangibles that separated the good from the great. Though he lacked the vision of his lionized father, he nevertheless kept the Tribes of Man open to the potential for unification. The Second Firetruce was larger than the first and was considered a political and commercial success by the participants, even if it did not inspire the tribes to set aside their differences and rejoin the Children of Phoenix.

The Second Firetruce did mark the first recorded appearance of the Diamond Sword. An unknown quantity before the Firetruce, this newcomer tribe made its presence known by winning many of the competitions, particularly events requiring either knowledge of martial arts or precision of tactical coordination. By sweeping to victory in the prestigious Banner Coup Contest and reaching the finals of the Grand Duel, the Diamond Sword earned itself a formidable reputation virtually overnight.

The only other piece of notable drama that occurred was the arrival of a small but aggressive tribe whose leader claimed to be Harabec himself. These Winnowers of Fire departed in shock after Kral Rashad of the Gorgon Killers slew "Harabec" over a rumored gambling debt. Other Winnowers killed Rashad before Children of Phoenix guards intervened, so the truth about the debt was never uncovered; the Winnowers of Fire have never been seen since.

Though uneasy at the symbolism inherent in the death of a "Phoenix"--even a false one--Quinn Andrei and the Children of Phoenix celebrated the close of the Second Firetruce, for the event proved the Tribes of Man were willing to continue a discussion on the topic of unity. It showed hope was possible.


THIRD FIRETRUCE (3741)

Imperial Aftermath
The Third Firetruce was held on the world of Chalice, a lushly forested world chosen for its great beauty. But the years prior to the event were dark with the threat of invasion.

Early in the 38th century, Emperor Tashane Kellison Lewis made a renewed effort to impose the Gracious Rule on the denizens of the lawless wilderzone. The 37th, 39th, and 45th Legions established a base of operations in the Kepler system and began to push into Children of Phoenix holdings. Fighting was fierce as the Children refused to bow to the supremacy of Imperial law. Other tribes joined forces with the Children, and pitched battles were frequent. The Empire dispatched another pair of Legions in 3732; these drove into the territory of the Blood Eagle, who retaliated against the Imperial resort world of Sarabande Proxima II. The stage appeared set for an all-out civil war in the wilderzone. The superior Imperial weaponry was offset by tribal guerrilla tactics that targeted supply centers and made heavy use of sniping tactics against Imperial pilots and officer cadres.

By the time of the third Firetruce, however, the Imperial offensive had ceased, and the Legions withdrew except for a garrison force in the Kepler system. Information was sketchy, but rumors emerged of a revolution deep within the Empire, an uprising that had spawned a fearsome "Scourge" to threaten the Imperial Seat of Terra itself.

Phoenix Prime Manfred Gregor yl-Harabec was still a relatively young man at this time, having come to power in 3737 when the former Phoenix Prime was lost with a spindleship in a Hyperweb fluxstorm. High Captain Gregor had commanded a Pyre in the war with the Empire, and had earned a reputation as a competent officer. Nevertheless, the sweeping charisma he displayed at the Firetruce impressed even his detractors. Many leaders in history have grown into their offices. Manfred Gregor did more than grow; he exploded.

Though the Firetruce began with jubilant tribes arriving to celebrate the withdrawal of the Imperials, the Blood Eagle and the Gorgon Killers came with the intent of challenging the Children of Phoenix. The perception of Manfred Gregor as a young and inexperienced political leader perhaps contributed to the situation. The Blood Eagle in particular sought the lion's share of credit for the Imperial retreat. At issue was the large number of independents who sought to join one of the Three, a reaction to the specter of another Imperial invasion.

The Phoenix Prime in particular welcomed this influx, as he believed unity was crucial for the Tribes of Man to remain free of Imperial tyranny. He also welcomed the challenge, as it gave him an opportunity to show his mettle. Manfred Gregor proceeded to charm his way through the Council negotiations with unprecedented flair. When an issue called for reason and diplomacy, he was unmatched. When the Great Eagle Brenthu Shirowara alluded to a possible intertribal war with the Children, the Phoenix Prime laughed and asked her if the Gorgon Killers would accept Blood Eagle supremacy. When the Chief of the Gorgon Killers emphatically answered that such a state of affairs would be intolerable, Manfred Gregor promised that such a war would greatly weaken the Blood Eagle, and that if war broke out, the Children would look for ways to strengthen the position of the Gorgon Killers. Shirowara smiled and conceded the point. Gregor's natural charisma made the exchange a smooth, even humorous, affair.

Ultimately, the Children absorbed the greatest part of the independents, though many joined the Blood Eagle as well. The Gorgon Killers fared less well, however. They made many boasts prior to the competitions, but enjoyed small success.

In the Firetruce events, the Diamond Sword once again won the team competitions. The Blood Eagle duelist Carve October defeated Magamort of the Gorgon Killers in a particularly bloody Grand Duel that left Magamort dead and Carve October with permanent neurological damage. The Phoenix Prime is said to have lamented the Firetruce concluding with such violence fresh in the minds of the tribes, but all accounts of the period called this Firetruce the most successful yet. A feeling of accomplishment and promise permeated the festivities, with even the Blood Eagle admitting grudging consideration of the Phoenix Prime's traditional call for unification.


FOURTH FIRETRUCE (3791)

Humbling the Eagle
Unlike the previous three Firetruces, the Fourth was fraught with tension.

In the decade prior to 3791, the Blood Eagle embarked on an ambitious and controversial series of offensives, seizing territory from what seemed almost every tribe. By the time of the Fourth Firetruce, the "butchers" had almost doubled their holdings, including capturing the key trading world of Bira Marduk from the Gorgon Killers in 3788. By the time of the Firetruce, the lesser tribes were dispirited. The Children of Phoenix and the Gorgon Killers seemed unable or unwilling to contain the Blood Eagle, and the leading independent tribes, the Starwolf and the Diamond Sword, kept their own counsel but did nothing.

Manfred Gregor still ruled as Phoenix Prime. He had become far more Machiavellian in his old age. The events of the Fourth Firetruce would be attributed to his wily leadership, although he took no responsibility whatsoever, though he would occasionally refer to it as the most successful step toward unity yet taken by the Tribes of Man.

The Firetruce was held on the volcanic world of Crucis Stigmata, in the spartan setting of an ash plain far from any established settlements. Crucis Stigmata was located close to the Blood Eagle's new conquests in the McCrae Lattice, and all tribal delegates came heavily armed and prepared for war. Only the maneuvering of the Phoenix Prime made the Firetruce possible in the first place, as several tribes called for its abandonment.

When the Blood Eagle landed, they made a great show of their arrival, complete with a military parade drill and martial music. At the end of their display, a company of riflemen fired a volley of laser fire over the heads--well over--of the Phoenix Prime and his entourage. Many tribals flinched, fearing in that instant a Blood Eagle coup was about to happen, but Gregor sat as though he was carved from stone and graciously welcomed the Blood Eagle contingent. Following the traditional call for unity and the opening speech by the Phoenix Prime, Great Eagle Hector Komarosu openly boasted the Blood Eagle would hold the next Firetruce. These were blasphemous words when spoken to the face of the Phoenix Prime, but Manfred Gregor merely nodded his wrinkled face and replied, "We'll see what happens."

Fortune was not kind to the Blood Eagle. The butchers were defeated in every event they participated in, the other tribes offering them stiff competition, but seeming to cooperate among themselves. Wherever Blood Eagle warriors turned, they faced resistance and a determined unwillingness even to drink alongside them. Had that been the only tribulation the faced, the Blood Eagle surely would have persevered toward their larger goals.

During the negotiation phase of the Firetruce, however, the Starwolf, Diamond Sword, and a host of smaller tribes agreed to an alliance on an unprecedented scale, intending to form an army to strike at the Blood Eagle. The ranks of the Starwolf and the Diamond Sword had swelled in the last fifty years; together with a collection of independents, they constituted a serious threat to the Blood Eagle. If the Children of Phoenix and the Gorgon Killers joined, the Blood Eagle faced almost certain extinction. The Great Eagle accused Manfred Gregor of manipulating this development, but in the end conceded many of his tribe's recent conquests back to the vanquished parties. The Blood Eagle retained the world of Bira Marduk, however, as well as several other rich planets. As soon as Komarosu publicly swore his tribe would abide by the agreed-upon concessions, the alliance promptly dissolved.

The Blood Eagle left this Firetruce angry and embarrassed, but arguably wiser. Since that time, none of the Great Tribes have attempted to embark on large campaigns of conquest that would unite the others against a common foe, though some scholars of war have written that if any tribe were capable of defying the entire wilderzone, it would be the Children of Phoenix.


FIFTH FIRETRUCE (3841)

The Dream Falters
Asta Michaelis was a damp, mist-covered world, a suitably gloomy setting for the Fifth Firetruce. After several positive steps towards unification, the Fifth Firetruce marked a great step backwards. The Blood Eagle, in disarray after the assassination of Komarosu, did not send an official delegation at all, but was represented by belligerent splinter groups flirting with independence, notably the Wolfsbane, Excelsior and Shadow Stalker factions - which indeed declared independent status by the conclusion of the Firetruce.

These breakaway factions openly fought with other tribesmen, most notably the Starwolf. Tribal rivalries flared, and frequent quarrels marred the celebration. Even the Diamond Sword, noted for their desire to remain "above the fray," were involved in several altercations, culminating in a fatal sword-and-tetrahook duel between the Sworder Enlightened Champion Senzu Pax and the Battlequeen of the Gorgon Killers, Rachel "Shargon" Andeles. Pax won the combat with a clinical style that left observers deeply impressed with Diamond Sword combat training. The blow to prestige was numbing for the Gorgon Killers, and many sub-factions abandoned the tribe. Coupled with the increased influence of the Diamond Sword and the surging Starwolf Alliance, only the Children of Phoenix retained the status of a leading tribe of the Three.

Yet even the Children of the Phoenix fared poorly here. Phoenix Prime Anachrussa Mari Menai yl-Harabec has not been looked upon kindly by history; her warnom was "Naginata" but a more common derisive nickname was "Scatterbrain." A dispirited leader with a serious trekohl addiction, she did little to continue the positive progress made by her progenitors, almost causing an insurrection within the ranks of the Children - an unthinkable occurrence. She left a legacy of apathy that pervaded the Children for years after her reign, which ended in 3847 after a trekohl binge caused her to collapse and drown in her sanctuary's koi pond. She provided nothing of leadership during the Firetruce, and her faltering opening speech set the tone of the following events. Many observers concluded this Firetruce would be the last, a noble but failed experiment. The open contempt for the Children and for Unity shown by the departing tribes seemed to support this reasoning.


SIXTH FIRETRUCE (3891)

Wresting Order from Chaos
The Children rebounded by the time of the Sixth Firetruce, however. Alvarada "Firespear" Mari Menai yl-Harabec, grandniece of Anachrussa, ruled the Children of the Phoenix with fiery passion and iron will. Like her ancestor, Quinn Istvan, she was a powerful, ambitious leader concerned about her place in history - and she refused to allow the Firetruce to die. Unlike every other Phoenix Prime to that point, Alvarada possessed a violent temper and little patience for those who disagreed with her. Some contemporaries believed she struggled to clear her name of the taint left by her great aunt's legacy. Others joked (though not to her face) that she was switched with a Blood Eagle at birth. Regardless of her motivation, Alvarada commanded enormous respect among not only the Children, but the other tribes as well. It was whispered that she was the lover of Harabec - even that she was an incarnation of Harabec. Her martial prowess was legendary, her personal charisma nigh-irresistable. She represented the epitome of the tribal warrior-chief, and her fame swept through the wilderzone. Only thirty-two at the time of the Sixth Firetruce, Alvarada Mari Menai never married; neither did she have children. She was "born to war," she would reply when asked about producing an heir. And at the Firetruce she reached her prime.

Times were hard in the wilderzone in the years before the Firetruce. The Tribes of Man fought constantly. A mysterious blight had crippled agricultural output on scores of worlds. Raids and bloodfeuds were common, and the balance of power had shifted dramatically. The Children of Phoenix had lost a disturbing number of worlds prior to Alvarada's rule. The Diamond Sword and the Starwolf had ascended to challenge the Children and the Blood Eagle for dominance, whereas the Gorgon Killers had fallen into dissipation and decay hastened by the stark fact that their worlds were the most heavily damaged by the blight. Common consensus among the tribes held the Sworders and Wolves as Great Tribes and dismissed the Gorgon Killers. Grievers and opportunistic independents attacked outlying worlds and slaughtered entire holdfasts.

Initially, few tribes expressed interest in reviving the "dead" Firetruce. Alvarada had to use all of her considerable charisma and power to convince the Tribes of Man to attend. First she offered Tycho Brahe IV, one of the jewels of the Children's holdings and perhaps the most beautiful planet in the entire galaxy, as the site for the Firetruce. Then, in a move calculated to draw attendance by its sheer audacity, she challenged the leaders of the Blood Eagle, the Diamond Sword, and the Starwolf to personal duels, wagering key star systems on the outcome.

With such drama behind it, the tribes came to the Firetruce in droves. This time, the Children of Phoenix kept the peace, with the "gracious assistance" of the other three Great Tribes. Alvarada's Unity speech was the shortest ever. Surveying the assembled warriors and holders, she simply said, "We shall see if you are worthy," and left the platform. Subsequent nonplussed speeches by the other tribal leaders were largely ignored. The Grand Duel was anticlimactic. The Starwolf champion defeated a Diamond Sword warrior, but everyone looked forward to what the harpers were calling "Firespear's Challenge," and the other events were afterthoughts.

Alvarada did not disappoint. On successive days, she defeated the crafty Starwolf leader Sekreh M'klannin, the enigmatic Diamond Sword Court of Blades champion Autumn Thunder, and Alvarada's warrior-queen contemporary, the Great Eagle Helena "Harridan" Konovalev. The awe Alvarada awakened in the spectators was infectious. When a limping Konovalev embraced her after their battle, the stunned silence exploded into a deafening roar of approval.

The rest of the Firetruce was a riotous celebration that tribal historians describe as one of the wildest parties of all time. Certainly the mood was jubilant. The goodwill from this event lasted for the next fifteen standard years, as many independents "returned" to the ranks of the Phoenix, the Blood Eagle put aside many of their feuds, and the severity of raids plummeted dramatically. The glory and promise of the Firetruces had been restored.

Unfortunately, the reign of the Firespear came to a sudden, bloody end in 3893, during a campaign against the Gehenna Shark tribe on the jungle world of Ashkelon III. A sniper round severely wounded Alvarada during a siege of the G-Shark base. Though the wound itself was not fatal, the local microbes caused an untreatable and fatal infection. Alvarada died three days later, naming her great-grandfather Alexi Stefanos as her successor. Though ancient, Alexi was still hale, and he possessed a keen mind and wealth of experience that served the Children well.


THE SEVENTH FIRETRUCE (coming in 3941)

Prophecy of Destruction
The upcoming Firetruce comes at a critical juncture in the history of the wilderzone. The falling out between Great Eagle Alexandre Konovalev and his Starwolf bride Freya Cloudchaser has deteriorated to all-out war. As the Blood Eagle and Starwolf tear at each other's throats, almost every smaller tribe has taken sides or tried to exploit the unrest. Even the Children of the Phoenix stand at the brink of civil war, as radical elements calling themselves the Harbingers of Phoenix argue for a Crusade to force unity on the rest of the tribes. Phoenix Prime Renn Gistos yl-Harabec faces growing opposition to the path of peace. The Diamond Sword gather their forces into a defensive position, pulling back from their more vulnerable worlds. Dark Griever bands pick off fringe settlements, and refugees flood into the wilderzone from Imperial space, fleeing a reinvigorated Scourge. Fearful rumors circulate about the return of Gir Draxon and a massing of BioDerm Hordes for a new offensive against the beleaguered Imperials. Some alarmed voices among the tribes cry that the Scourge may even invade the wilderzone itself.

In addition to the threats of war from within and without the wilderzone, the Children now face an unexpected political challenge. In an effort to force some sanity into the increasingly bloody conflict, the Phoenix Prime declared the Seventh Firetruce would occur on Hepta Ourubis II, the world devastated in the last war between the Blood Eagle and the Starwolf. The other Great Tribes protested this choice, but Gistos remained firm, relying on the prestige of the last Firetruce and his own tribe's stature to support the decision. However, political problems have undermined his authority. The Diamond Sword Court of Blades, in an uncharacteristically radical move, has offered an alternative setting for the Firetruce on the Sworder world of Bella Omega, formerly known as Sahranon Xi IV. The Blood Eagle accepted immediately. Konovalev is known for his desire to topple Phoenix pre-eminence, and he may wish to demonstrate strength in the face of the rising popularity of Fury within his own ranks. The Starwolf, on the other hand, seem reluctant to relinquish the opportunity to remind the other tribes of Blood Eagle ecocidal crimes. One radical chieftain, Ursula DiVaragas, has even suggested the Diamond Sword are secretly in league with the Blood Eagle. Though respected as a leader, DiVaragas is known for an even greater hatred of the Blood Eagle than most members of her tribe, and so her opinion is discounted by cooler heads. The greater number of Starwolf chieftains seem willing to follow the Sworders' lead in hopes of securing support for the war with the Blood Eagle.

The Children's position is less clear. Renn Gistos has declared he is willing to change the location, an acquiescence that shocks those individuals accustomed to the sometimes haughty leadership of the First Tribe. One observer writes:

 

My personal belief is that Renn Gistos wishes to impress upon the Harbingers that he is not alone in his desire for tribal unity (although the Sworders' motives for this turn of events remain clouded at best). Perhaps the Phoenix Prime has finally realized the extent of the cancer which infects his tribe and is fishing for outside support. In fact, it was Renn who suggested that the body of the founder of the short-lived Diamond Sword Republic be interred under the primary meeting hall of the Firetruce. This rather obvious political move is perhaps meant to indicate some understanding between the two great intellectual tribes, though the fact that the Starwolf and Blood Eagle supported the idea makes it a symbol of changing political winds in the wilderzone.

from "Fall from Grace: Commentaries," by Nabterayl, Priestess of the Ko l'Yah

The leader of the Harbingers, General Anton Malderi, warns that this "concession" constitutes an unacceptable loss of face for the tribe. The Harbingers have also condemned the writings of scholars such as Nabterayl, with some of the louder voices even threatening retaliation. The rumormongers of the wilderzone claim the Children of Phoenix have begun to disintegrate, though tribal stringers and merchants scoff at this idea. Other sources contend the Diamond Sword seeks to usurp the position of the Children and therefore issued its challenge at a time of great tension and confusion among the Tribes of Man. Regardless of the truth, the Phoenix Prime faces a serious dilemma within his own ranks as well as without.

In this ominous atmosphere, a new, highly disturbing rumor has emerged. Some say it originated in the fraytown slums of Bira Marduk, others ascribe it to Diamond Sword philosophers, the Ur-Shaman of the Starwolf, or even the Immortals themselves. Strange wanderers calling themselves "Fenicians" are circulating this rumor and other warnings through the wilderzone, but most tribals dismiss these individuals as frays and charlatans. Nevertheless, the rumor has taken on disquieting weight for many tribals, and it spreads swiftly. The "Fenecian prophecy" has many variations, but the most common version is:

 

The Tribes of Man shall be scattered like smoke, and the Four shall succumb to madness. The sword shall be drawn too late, the eagle shall bathe in its own blood, the wolf shall fall into its shadow, and the phoenix shall with two heads devour its children. A thousand worlds shall be rent with fire, and even the Immortals shall tremble, for there will be no haven but the night, no safety without fury, no peace until the ashes grow cold.

The Seventh Firetruce comes at an unusual juncture. What will emerge from it is anyone's guess, but the tribes may never again be the same.

23 mars 2009

Tribes roleplay

Now that's the section that has the most of it's info left (if not all) yay!

EXPANDED TIMELINE
Firetruce Era

3641
After much political maneuvering, the Children of Phoenix host the first Firetruce. This intertribal celebration and festival will take place twice each century on a planet chosen by The Children. The collective tribes gather on these worlds to compete in martial games and trade stories and technology. Much diplomacy occurs, as well as much intrigue. The Tenets of Harabec, long known among the Tribes of Man, are modified to include a ban on ecocidal weaponry. Remembering the death of Ganges III, all the Tribes of Man agree to abide by this new Tenet.

3670
Using innovative strategies and striking with precision and economy, the Diamond Sword rapidly carve out a large holding for themselves. They become known as one of the Four Great Tribes, along with the Children, Starwolf, and Blood Eagle.

3691
Second Firetruce: The Children make little impact on the fractious feuding that has become customary among the tribes.

3700
The Empire begins to demand more influence in the wilderzone, but meets heavy resistance from the many tribes.

3741
Third Firetruce: It is a time of much prosperity among the Tribes of Man, and a lengthy period of relative peace ensues. Many smaller tribes rejoin the Children of Phoenix.

3770
The Blood Eagle initiate a stunning series of offensives, doubling their world count. No other tribe escapes unscathed. Bitter critics accuse the Blood Eagle of taking up the cause of the Empire once again.

3791
Fourth Firetruce: The Blood Eagle are forced to surrender a number of their gains from the previous twenty years in the face of a possible alliance between the Diamond Sword and Starwolf tribes. Realizing that such a war would be overly costly, the Blood Eagle leadership backs down. The Children are quite pleased with these turn of events.

3831
Hector Komarosu, Great Eagle of the Blood Eagle, is assassinated. The culprit is never caught or identified, but the Blood Eagle's age-old nemesis, the Starwolf, is blamed.

3841
Fifth Firetruce: Whispers of the Empire battling some distant "scourge" abound as Imperial advances into tribal space falter and cease. In the wilderzone, little progress is made toward tribal unification. Splinter groups from larger tribes seize the opportunity to declare themselves independent tribes. This year is no different, as the Blood Eagle leadership, still unsettled, fails to hold the allegiances of the Wolfsbane, Excelsior and Shadow Stalker groups. Many fights break out between Blood Eagle and Starwolf. The Diamond Sword champion humiliates the chief of the Gorgon Killers. This "time of reconciliation" sees little progress toward peace.

3844
Illya Ajax Konovalev is named Great Eagle of the Blood Eagle. The Wolfsbane tribe rejoins the Blood Eagle, but the Excelsior and Shadow Stalker tribes choose to remain independent.

3859
An unknown assassin kills the leadership triad of the Diamond Sword. Moving quickly, the Sworders are able to avoid the chaos and anarchy that plagued the Blood Eagle decades before. The assassin evades capture.

3891
Sixth Firetruce comes and passes uneventfully.

3903
Phoenix Prime Acantir Stefanos yl-Harabec, aged leader of the Children of the Phoenix, dies in his bed. His son, Renn Gistos yl-Harabec, is elevated to Phoenix Prime.

3904
Alexandre Konovalev, grandson of Illya Ajax, assumes the mantle of Great Eagle. In an effort to reconcile age-old differences with the Starwolf, he takes Freya Cloudchaser, daughter of a Starwolf chieftain, as his wife.

3905
Birth of Ulysses Konovalev to Alexandre and Freya.

3921
The Starslayer tribe settles on Theta Draconis IV after winning a lengthy battle with Diamond Sword over possession of the planet.

3924
The relationship between Alexandre and Freya decays to the point where she leaves him to rejoin her pack. Ulysses Konovalev reluctantly takes command of his father's Marathon Pennant to force her to return to the Blood Eagle.

3925
Most of the Marathon Pennant die in battle with the Starwolf Hepta Ourubis Pack. Ulysses Konovalev is not found among the survivors. An inconsolable Illya Ajax Konovalev vows to destroy the Starwolf once and for all. Freya goes into seclusion, reportedly numb with grief at the loss of her only son.

3928
The Blood Eagle Wolfslayer Pennant, including the elite Eviscerator and Deathbringer talons, begin an offensive against the Starwolf holdings in the Hepta Ourubis system.

3929
Starslayer tribe vanishes mysteriously from Theta Draconis IV. No trace of the 100,000 tribesmen remains.

3930
Blood Eagle forces prevail in the Hepta Ourubis system. The Ourubis Pack, nearly 80,000 strong, is wiped out. The Starwolf charge the Blood Eagle with use of ecocidal weapons, outlawed for centuries, and call for all tribes to aid them in destroying the Blood Eagle once and for all. The Blood Eagle vehemently deny the charge, claiming ecocidal weapons were used against the Marathon Pennant in '25.

Many Starwolf swear an Oath of Vengeance upon the Blood Eagle, declaring all-out war upon them. The Children of the Phoenix offer to act as judges and mediate the conflict.

3931
First attempt at mediation by the Children of the Phoenix between warring Starwolf and Blood Eagle factions results in thirty-eight dead, over two hundred wounded. The Children declare this outcome a "promising beginning."

3935
Pursuant to successful negotiations, the Blood Eagle declare the Wolfslayer Pennant dissolved and relocate the members elsewhere. They also withdraw any forces from Hepta Ourubis II, ceding possession of the planet to the Starwolf. Several tribal allies, including the Sons of Heracles and Gibraltar tribes, break their ties with the Blood Eagle. Other tribes, notable enemies of the Starwolf such as the Black Vulture tribe and aggressive tribes such as the Way of the Red Sun, now choose to ally with the Blood Eagle. Many subgroups of the Starwolf and Blood Eagle continue to battle one another. The Diamond Sword remain neutral.

3937
The Hell Lantern Flame of the Children of the Phoenix destroys Imperial outposts that infringe upon their holdings in the Kepler system.

3938
Two full packs of Starwolf attack Blood Eagle holdings on Deus Sanguinus in a massive frontal assault, reportedly coming in under a flag of truce. The Red Paladin Pennant is wiped out to the last man and woman. Alexandre Konovalev is now being described as either "determined" or "insane," depending upon whom you talk to. Attempts by the Children to mediate are summarily rejected by all sides.

3939
Imperials resettle worlds of Kepler II and VI and place garrisons on these worlds to protect inhabitants. The Hell Lanterns watch but do not attack.

The Children of Phoenix leadership rejects the militant demands for a tribal crusade by general Anton Malderi, self-proclaimed "Harbinger of Phoenix."

The Red Paladin Pennant is reconstituted by a group of Blood Eagle who claim to rededicate themselves to the ideals of honor and ancient chivalry.

The Children of the Phoenix decide to use the devastated world of Hepta Ourubis II for the next Firetruce. Both the Blood Eagle and Starwolf show little pleasure at this choice. The Starwolf have been working for years to repair the ecosystem. They now transfer a massive number of thralls from other holdings to speed the effort.

The Blood Eagle General known as "Fury" reconstitutes the Wolfslayer Pennant as a symbol of vengeance against the Starwolf. The Wolfslayers reportedly ignore the authority of the Great Eagle and answer solely to Fury. Initial victories over the Starwolf Old Ymir Pack show the new Wolfslayers to be even more ruthless than the old Pennant, and Fury proves she is a brilliant strategist. Many Blood Eagle flock to her banner.

The Starwolf attempt to form an alliance with the Diamond Sword against the Blood Eagle. Unsurprisingly, the Diamond Sword deny the petition and remain neutral.

3940
The Children of the Phoenix conclude that an alarming number of independent tribes have taken sides with either the Starwolf or Blood Eagle. Full-scale planetary invasions have begun, and bloodfeuds grow more common. The Phoenix Prime remarks that "this path to unity would be a fearful one." Backed by growing support, General Malderi again demands that the Children of Phoenix mount a crusade to force unity upon the Tribes of Man. Again his argument is rejected, but by a far more narrow margin.

After a series of inspired victories against the Starwolf settlements along the Tessellate Trailing, Alexandre Konovalev inexplicably withdraws his forces to Euralio VI and goes into seclusion. Fury argues that the Great Eagle is too hampered by grief and rage (and madness) to lead the tribe effectively. Blood Eagle sworn to the service of the Line of Konovalev are troubled, but remain loyal.

The Diamond Sword Triad meets on the world of Falcon's Crossroad to discuss the interpretation of a philosophical tract said to hold significant meaning for the tribe's future. Sworders appear unusually restless during the seven months of the debate, but say nothing to outsiders.

The Starwolf continue to shift their forces and reserves toward the war with the Blood Eagle. Heartened by Konovalev's sudden withdrawal, Starwolf Packs go on the offensive and strike far afield, deep into Blood Eagle holdings. Divided in their loyalties, the Blood Eagle muster poorly coordinated defenses against the wolves of space.

Rumors persist throughout the year that the Empire's struggle against The Scourge is not going well and that the Wilderzone itself may soon become embroiled in the conflict. Sightings of BioDerm ships and warriors are reported occasionally by frays, Grievers, and some Independent Tribes, but all are dismissed. None of The Four report any contact with forces from the Empire's Scourge.

3941
After much political maneuvering the Diamond Sword manage to convince Phoenix Prime Ren Gistos yl-Harabec to change the location of the Seventh Firetruce to the Diamond Sword world of Sahranon Xi IV. This is the first time in the history of the event that any tribe other than the Phoenix has hosted it.

In the Nirel-Malak lattice tensions build quickly as the Starwolf Ur-Warlord Ursula DiVaragas musters the bulk of her Tribe's forces at Ymir in preparation for a prolonged assault on Blood Eagle space. Best estimates put the size of the Starwolf muster at ten Thousand Knives, or roughly 150 thousand hardshelled warriors. It is DiVaragas intention to destroy the power of the Eagle once and for all and to that end she has mustered almost the whole of her Tribe's fighting forces.

At Charybdis Fury gathers what strength she can to face down the Starwolf Packs, though some suspect her true intent is to push towards Outermost and claim the leadership of the Blood Eagle by force. In response Eagle Pennants from every Order are put in the highest states of readiness. Hearing these rumors, and seeing the mounting tension within the Brotherhood of Steel, Great Eagle Konovalev demands that Fury come to Outermost herself to explain her actions. Her response to him is less than cordial.

As the Seventh Firetruce opens disaster befalls the gathering when, at the opening ceremonies, the Phoenix Prime is assassinated during his Unity Speech. In the wake of the event the Harbinger faction of the Children of Phoenix experience a swell of sudden support and Anton Malderi ascends to the position of Phoenix Prime. This marks a dramatic shift in the political alignment of the Tribe and threatens to destroy forever the dream of peaceful re-unification of the Tribes of Man.

In the first days of the month of Tears a BioDerm force led by Horde Maul descends on Ymir without warning and eradicates the whole of the Starwolf Muster. Over thirty Packs of Starwolf warriors are slaughtered and the strength of the Tribe is decimated in one blow. Fury's forces from Charybdis, intending to strike at the Muster before it is fully achieved, arrive in the midst of the fall of Ymir and are likewise routed.

At the same time a small Horde strikeforce is dispatched to Sahranon Xi IV to attempt a decapitation strike on the Firetruce itself. The force arrives on the 12th of Starry Cloak, destroys what resistance they find, and lays waste to the Firetruce grounds. Many of the Tribal leaders who are in attendance fall in battle but a few escape the onslaught and are later rescued when a Children of Phoenix force led by members of the Keepers sect, loyal to the fallen Gistos, arrive unexpectedly to relieve the planet. The Slonn forces withdraw, considering the strike a success, and return to Ymir.

Having barely escaped the rout at Ymir, Fury journeys to Outermost with a small group of loyal companions. There she reveals her true identity as Alyxandra Konovalev, the supposedly long dead daughter of the Great Eagle. She also presents her brother Ulysses and reports on the fall of Ymir. The Great Eagle attempts to kill the both of them, claiming they are imposters sent to assassinate him and dies in the attempt at the hands of former Sikkiyn-Captain and close friend of the family Starkar Mace.

Publicité
23 mars 2009

Tribes roleplay

Not much there either.. and their tribe vengeance section.. disapointing..


EXPANDED TIMELINE
Diaspora and The Splintering

3350
THE DIASPORA
Explorers discover the meta-jumpgate is part of a colossal network of jumproutes. Consequently, humanity begins a rapid expansion into the galaxy. The first generation of people travelling through the jumpgate, later to become known as "the First Who Jumped," forsake the security of the Empire to journey into the unknown. These pioneers develop a nomadic culture and find new pride in their ability to survive away from the mainstream of Imperial civilization. The ever-shifting galactic frontier comes to be known as the wilderzone.
The Diaspora continues to this day.

3400
Wilderzone settlers begin to refer to themselves as a "tribe," calling themselves the Children of Phoenix. They claim to follow the teachings of the renowned warrior Harabec Weathers, hero of the Cybrid Wars. These teachings eventually find their way into written form as the Tenets of Harabec.

3450
THE SPLINTERING
A force of Imperial Knights called the Order of the Blood Eagle invades the wilderzone to "subdue" the frontier for the Empire. The conflict fractures the Children, and countless groups break away to form their own tribes.

3455
Starwolf tribe forms, supposedly founded by renegade Children of Phoenix and deserters from the Blood Eagle, although the tribe's true origin remains a mystery.

3480
The Blood Eagle, far from their home bases for decades, begin to consider themselves a "tribe." Finding Hercs and quantum weaponry too difficult to maintain without a heavy industrial base, they adopt the lighter powered armor favored by the tribes.

3500
The Blood Eagle break with the Empire and declare themselves an "independent tribe." At this time, the intensity of the conflict with the Children of Phoenix fades, but warfare is still a constant in tribal life.

3610
During a conflict between the Starwolf and Blood Eagle on Ganges III, an ecocidal weapon is used, resulting in heavy casualties on both sides and reducing the planet to a lifeless husk. Each side denies using the weapon. The enmity between these two tribes deepens radically.

3630
The Diamond Sword tribe appears in the wilderzone under the tutelage of The Enlightened Master. Small in number at first, their teachings attract many new followers, and the Sworders' ranks swell.

3641
After much political maneuvering, the Children of Phoenix host the first Firetruce. This intertribal celebration and festival will take place twice each century on a planet chosen by The Children. The collective tribes gather on these worlds to compete in martial games and trade stories and technology. Much diplomacy occurs, as well as much intrigue. The Tenets of Harabec, long known among the Tribes of Man, are modified to include a ban on ecocidal weaponry. Remembering the death of Ganges III, all the Tribes of Man agree to abide by this new Tenet.

23 mars 2009

Tribes roleplay

Damn! i couldn't find any remains of the Starsiege section..

I also want to say that tribalwar doesn't deserve it's name.


The Chase

STARSIEGE: 2845
Prologue

It is 2845. The great war called the Starsiege has been over for six years.

Fractured and confused after the fall of their progenitor god-tyrant, Prometheus, the Cybrids fled into the darkness of the solar system's outer rim. Throughout the colonies as well as on hallowed Earth, humanity sifted through the charred remains of the Starsiege, gave thanks for its deliverance, and began to rebuild.

Today, children laugh and play in the sunlit plazas of once-scorched cities, the shadow of new fortifications a grim reminder that the Cybrid threat yet remains. But for the moment, humanity is free. A new Emperor sits on the Lion Throne. New ships and new technology reshape the future. Survivors scarred by years of war and loss dare to allow themselves the luxury of hope.

However, humanity's third brush with near-extinction in as many centuries has left it neither complacent nor naive. Far away in the vast reaches of space, hard-eyed men and women patrol the void with steadfast determination. This time they will not wait for the sword to fall. This time humanity will strike first.

Determined not to relent in the pursuit of mankind’s greatest enemy, Emperor Caanon dispatches an armada into the deeps beyond the ghost-orbit of broken Pluto, tasked with the mission of finding the Cybrids and destroying them once and for all. There, in the outermost darkness, three soldiers will come to grips with a humbling secret, and one, under the light of an alien star, will make a terrifying choice on behalf of all humanity.

The Chase is on!


EXPANDED TIMELINE
The Chase

2832
Promethean Cybrids begin to seek out and eradicate Metagen units instead of merely redacting them.

First appearance of Darwin’s Forge thinking among human resistance on Mars. The philosophy views the Cybrids as God’s whetstone, intended to sharpen humanity. It melds fragments of Nietzchean writing left over from the Devastation with Hunterite creeds drawn from the New Tellurian Bible.

Human “Plague Dog” strategy succeeds in spreading erratic behaviors among Cybrids. Prometheus orders the destruction of all flawed units.

By sheer good fortune, Alliance forces intercept a series of Cybrid military intelligence secrets and high-level access codes. Eventually these reveal the lair of Prometheus. Exemplar Sect communications intercepted during this time include lengthy discussion of an entity named “Null-B.”

First fast-cloned BioDerm troopers enter the field as Imperial shock troops. They achieve little success, but their mass-produced presence adds a morale boost to beleaguered human forces on Earth.

Death of Harabec and destruction of Prometheus occurs on Pluto. Massive Cybrid fusion charges destroy Pluto shortly thereafter. Exemplar Sect communications picked up near Titan use a term translated to mean “Godseeds,” then fall silent.

Emperor Petresun is killed after elite Cybrid units break through the defenses at Nova Alexandria.

Death of Prometheus throws Cybrid chain of command into utter confusion. Metagens now openly battle Prometheans and seize ships to leave the conflict.

2833
Cybrid ground and naval forces in the outer system fall back to positions around Saturn and Neptune as Alliance troops secure their hold on the Jovian satellites.

Battle for China begins. Entrenched human forces in Siberia and Manchuria initiate a massive counterattack against disorganized Cybrids that meets with limited success.

Absence of Prometheus' guidance takes an increasing toll on the Cybrid chain of command. Infighting among Cybrid units is particularly fierce on Earth and Mars where Cybrid military effectiveness in many regions falls to less than half of what it had been at the start of the conflict.

Alliance forces using Titan as their primary staging area muster a relief effort for Earth led by Caanon Weathers. A second, smaller task force is arrayed to harass Cybrid units orbiting Saturn and to defend Titan in case of a renewed assault.

Dustrats on Mars begin staging raids to harass their machine oppressors. Veterans of the last 'MarsSiege' are quick to note that the Cybrids do far more damage to themselves than the ill-equipped insurgents. Nevertheless Martian morale is bolstered and attacks on Cybrid command and control facilities continue.

Imperial Knights of the Furious Stars Order strike at already weakened Cybrid lines just outside the Denver metrozone. Led by Knight-Captain Keiren Mace they claim a five-for-one rate of attrition and establish a stable rallying point for surviving TDF forces in the North American Prefecture.

2834
Imperial Navy engineers discover how to use cachetech to effectively reduce the mass of the Alliance ships under Caanon's command. This advance permits immensely greater long-term acceleration with the same reaction mass use and cuts interplanetary transit time by almost 99%. Cachetech modifications are made en route, and strategic timetables are advanced sharply, the entire battlegroup going to high alert as tech crews race around the clock to prepare vehicles for battle.

Passing through the asteroid belt en route to Earth, Alliance forces under the command of Caanon encounter a small contingent of TDF ships in hiding, their crews unaware of the fall of Prometheus. The fleet diverts Long Patrol gunship ISS Sacajawea to take on survivors. The ships are in disrepair and are scuttled after being scavenged for parts. Burning hard, Sacajawea is able to catch the rest of the fleet within a week and resume her place in formation.

During a reconnaissance patrol near Mercury, cloak-equipped TDF destroyer Tuareg detects unusual movement among Cybrid forces on the planetary surface. The Tuareg maintains remote surveillance of the activities and reports mass transfer of Cybrid forces to ships in orbit.

Swinging out from behind the shadow of Luna, the Allied Fleet under Caanon stages a daring assault against Cybrid flotillas in station-keeping at L4 and L5. The Cybrid ships are uncharacteristically slow to respond, and the initial sally by TDF interceptor flights sows devastation among them. Fusion torpedoes launched by the 38th Penetration Wing, aka The Silver Wolves, succeed in detonating the reactor core of the Cybrid superdreadnought code-named "GRENDEL". Most of the Silver Wolves perish in the assault. Cybrid dreadnoughts "TYRANT" and "ASMODEUS" also fall to TDF attacks. The Cybrid carrier "TIAMAT" almost escapes, but the TDF destroyer Unsung sacrifices itself in a suicidal collision that leaves the immense Cybrid vessel a flaming hulk. The chaos provides cover for Caanon's dropships to launch a HALO operation over Nova Alexandria. Cybrid naval forces fragment, some ships burning on outsystem vectors, others rallying to defend against the human attackers. While HERCs and Aerospace fighters battle for a planetside foothold on Mother Earth, control of the Lagrange points and low orbit remains contested for three months before the Alliance prevails.

Cybrid forces withdraw from Nova Alexandria and form a perimeter around the city. The Imperial Palace is left in ruins, along with the greater part of the Royal City. A commando team from the Rose Azure Order of Knights slips through Cybrid sentries and examines the charred remnants of the Emperor's wombcouch. Following the team's report, Imperial Command abandons any hope of finding Petresun's remains, and the Emperor is listed among the dead.

Surviving civilian population of Luna taking refuge in the mines report confusion among Cybrid vehicles. Darkside commandoes sabotage Cybrid sensor stations with strain of "Plague Dog" virus. Luna's Cybrid garrison responds with series of erratic forays that ultimately results in destruction of its own sensor network.

Tunnel-running dustrats increase guerrilla assaults on Cybrid bases in Tharsis, Valles, and Xanthe regions. A dust storm of immense proportions prevents significant action in the East and South. Cybrid forces in Arabia, Noachis, and Syrtis-Tyr provinces suffer severe and persistent mechanical problems, as the superfine-grained dust proves a deadly enemy to Cybrid joint mechanisms and optical arrays.

An intense torpedo bombardment from capital ships ISS Crimson Star, ISS Hood, and ISS Ancient Glory in LEO destroys a heavily fortified Cybrid vehicle production facility. Civilian losses are high due to inaccurate reports of human shield numbers the Cybrids have placed in the area.

2835
Imperial Navy regroups in Earth orbit. Surviving ships from across the inner system trickle in as word of Alliance victory over the skies of Terra Mater spreads. Naval engineers refit as much of the fleet as possible with the gravitic drive technology developed by Caanon’s cache-tech scientists while en-route to Earth.

The Second Battle of Nova Alexandria: Imperial Knights and colonial forces led by Caanon Weathers succeed in breaking the Cybrid siege of the Imperial seat. HERCs piloted by Blood Eagle veterans distinguish themselves by isolating and destroying the notorious Cybrid hunter-killer group code-named "SCORPIO." Imperial Knight Colossa "Jaguar" Eun Alba leads the final charge.

Insurgent forces in the North American Prefecture make dramatic gains against Cybrid forces all along the Rocky Mountain range and into the Great Plains, though both coasts of the continent remain firmly under Cybrid control.

Emperor Caanon is inaugurated as the Second Emperor of the Great Human Empire amid bittersweet celebrations in Nova Alexandria. He is wounded shortly after the ceremony when one of his surviving sons turns out to be a Trojan Horse.

Given an enormous edge from their new drive technology, small strike forces of the Imperial Navy begin to make tremendous gains against Cybrid vessels. Cybrid ability to reinforce or re-allocate ground forces is hampered throughout the inner system. The Cybrid gunnery programs adapt quickly, however, and the human edge lessens, though it retains a clear superiority over Cybrid capabilities.

A TDF relief effort is dispatched to Mars. Dustrats and Imperial Knights working together break the fortifications of the primary Cybrid bases in Valles and Noachim regions, but at a terrible cost. Renowned Knight-Captain Titus “Hangman” Thau-Yuros is slain, as well as a host of TDF regulars and countless Martian fighters. Eun Alba gives a curt funeral speech for Thau-Yuros, concluding his rival was one of humanity's great heroes, "...but I wish I had had the pleasure of killing him myself."

The battle for Greater China turns dramatically in humanity’s favor as Emperor Caanon dispatches the bulk of Imperial aerospace assets to seize control of the skies over Asia. Imperial domination of the air and the lack of off-world resupply hobbles Cybrid forces throughout the continent. Human shields are redeployed into the Cybrid slave factories to bolster production. Heroic resistance in the factories themselves renders this strategy useless by year's end.

2836
Human factories on Earth begin to produce cachetech weapons in significant numbers. As the new arms are deployed in the Chinese and Indian combat theaters, initial underestimation of their firepower results in unexpectedly high friendly fire casualties.

The Xavier Gravitic Envelope drive revolutionizes humanity's projection of force across interplanetary distances. The TDF launches a food and munitions relief effort for Mars. The ships arrive in Martian orbit mere days after leaving LEO. A salvo of XGE-mounted missiles launched at the mid-point of the journey shreds Cybrid orbital defenses. Though the cost of producing these missiles with the dwindling store of gravitic components is astronomical, the TDF owns Martian space almost immediately.

Alliance sensor boats patrolling the asteroid belt detect a hidden Cybrid ore processing and refinement facility. A taskforce of XGE-equipped destroyers and corvettes is dispatched to destroy this objective. As the ships begin the assault, the Cybrids detonate nearby Asteroid NX-232 with horrifically precise timing. The huge blast causes a meteor tsunami to rip through the taskforce, damaging many ships. In the ensuing confusion, the ISS Hellfire Rose reports attack by a Cybrid boarding party. The ship's captain blows his fusion reactors to prevent capture of the Rose's XGE drive, and the rest of the taskforce falls back to Mars.

Cybrid forces in South America venture north to suppress human insurgents in the Central plains of North America and the northwestern watershed of the Mississippi River valley. The reinforced Cybrid legions retake Denver and devastate the Furious Stars after a pitched battle. An alarming number of Trojan Horses among the Stars officer corps plays a significant role in making sure almost no one in the Order survives. The Blood Eagle immediately begin counter-insurgency operations to purge their own ranks of Trojan Horse infiltrators.

Their numbers and supplies dwindling under the onslaught of human aerospace domination, Cybrids in Siberia carry out a massive, synchronized self-destruct sequence that releases radioactive fallout into Mongolia, Central Asia, and Western China. When embattled Cybrid defenders in Beijing and Shanghai prepare to follow suit, concentrated volleys of cachetech-enhanced EMP warheads prevent them from succeeding. TDF forces capture a large number of lobotomized Cybrid pilotforms and use them as ashtrays and latrines.

Caanon declares victory in China. Survivors in Eastern and Southern Asia begin to emerge from bunkers and underground tunnel warrens en masse. As celebrations begin in Beijing, TDF shunts its forces to the Mediterranean for an assault on Europe.

The Third Colonial Rangers land in the ruins of Tharsis City and fight a vicious building-to-building battle against entrenched Cybrid forces. Colonel Verity Vargas leads her Redhawk Raiders to intercept a Cybrid Adjudicator force en route to destroy a hidden township of the resistance that harbored the children of Mars. Her desperate victory against superior numbers earns her the Martian Cross and the instant devotion of every “dustrat” in the Solar System.

Led by the battlecruiser ISS Hood, TDF “Q-ships” concealed in the hulls of Cybrid vessels successfully assault the Cybrid refinery facility in the asteroid belt. This time, the taskforce surprises the Cybrid ships defending the operation, firing off a series of magnetically “shaped”, wide-angle EMP blasts to disable them. Following a short, sharp battle, the processing facilities are captured intact. They span several large, ore-rich asteroids, all tethered to an immense superstructure construction facility. After the TDF vessels take on as much ore and equipment as they can carry, one of the Cybrid hulks is packed with fusion warheads and remotely detonated in the heart of the base.

Venusian survivor-hermit “Hearken” finally stops transmitting his defiant poems after miraculously evading the Cybrids on Venus for six years. From the context of his last message, he is presumed to have committed suicide as an alternative to starvation or capture. His real name and identity remain a mystery, though historians and literary scholars later write reams of speculative papers on the subject.

2837
Imperial scientist Antonin Ryu develops the first gravitic ‘pinch’ drive based on research enabled by XGE technology. This breakthrough cuts interplanetary travel time even more dramatically, and makes true extra-solar exploration possible, but production difficulty together with massive energy and space requirements hinder deployment of the technology.

Widespread infighting breaks out among Cybrid units in Europe as they compete with one another for scarce energy and spare parts. Seizing the window of opportunity, TDF forces mustered near the Black Sea launch a massive offensive that succeeds in evicting the machines from Eastern Europe.

The Order of the Blood Eagle and a number of other Alliance units are dispatched to the NorthAm theater as reinforcements for TDF forces struggling to hold the Colorado front. The Knights exhibit a pattern of aberrant, disturbing behavior. Alliance officers report brutal hazing of regular troops and hint at far worse, but the Order’s presence makes the difference: the Cybrid counteroffensive is halted.

Imperial Navy Destroyers ISS Glorious Dragon and ISS Spinnaker are the first ships outfitted with Ryu Pinch drives. Though the new drives' efficiency is greatly reduced within the Solar System's gravity well, the ships gain the capability to reach the outer planets in hours rather than weeks. Carrying both Ryu-pinch and XGE drives, the two destroyers seek out and destroy Cybrid factory ships lurking in the outer orbits that had previously proven impossible to track down.

Submersible carriers ferry TDF’s elite “Neptune” division in an attack against deep-sea Cybrid bases in the South Pacific. Using SCARAB technology and the new implosion warheads, Neptune’s troops achieve swift initial success. However, the Cybrids deploy a gigantic warform near the islands of Vanuatu that destroys one carrier and badly damages two others. Shaken TDF naval forces withdraw before the onslaught of this new foe, codenamed “KRAKEN” following reports from awed eyewitnesses.

Colossa Eun Alba suffers horrifying injuries during an assault on a Cybrid stronghold in Xanthe Province on Mars. The damage to his body cannot be regenerated properly; he is confined to a life-support biotank with little hope of full recovery. As a result, Eun Alba uses a VR interface to continue piloting HERCs and commanding forces in the field, against the advice of his physicians, who warn of possible permanent neurological damage.

TDF forces fight a seesaw battle across the Italian Peninsula. Heretofore spared the ravages of the Earthsieges, Rome is devastated as a series of Cybrid retaliatory strikes rips through the historic city center. Caanon reluctantly diverts some of his strength to protect the city of Florence, declaring "our heritage cannot be left unshielded if we are to have a future."

As Mercury’s orbit brings the innermost planet around the sun closer to Earth, Cybrid vessels are detected burning on an outsystem vector. Led by Rear-Admiral Hidei Nagashima, XGE-equipped TDF ships of the “Tengu Dog Squadron” intercept the Cybrid formation less than an AU from Mercury. Nagashima places derelict vessels that emit false signals in the Cybrids’ path. When the Cybrid ships alter course to intercept the hulks, Nagashima detonates massive EMP warheads to screen an assault by fast gunships, missile boats, and "turncoat" missiles piloted by recompiled Cybrid brains. Over the next two hours, the bulk of the Cybrid force is obliterated. The remnants scatter in all directions.

KRAKEN surfaces and destroys a convoy of food supply ships en route for Tokyo. When the carnage is complete, the Cybrid monster slips back beneath the waves, impervious to the barrage of lasers and torpedo fire directed at it by TDF aerosub escorts.

Emperor Caanon reiterates that Cybrids are “mere objects” under the law, not persons. As such, they do not fall under the ancient standards of the Geneva Convention or any other statute, custom, or constitutional provision that purports to grant rights to prisoners of war. Captured Cybrids are spirited behind the black metaplas walls of the newly established Imperial Security Protectorate in Nova Alexandria, where their neurologics are decompiled line by painstaking line.

After a spring and summer of fierce fighting around the Denver and Greater Omaha metrozones, the NorthAm front bogs down under fierce blizzards. Though HERCs are able to continue normal operations, Cybrids suffer from a lack of replacement parts, and humans from reduced food supplies. Scavenger activity occurs on both sides. Rumors circulate accusing the Blood Eagle of cannibalism, but these are never substantiated.

In a radical departure from previous non-ecocidal strategy, Cybrids maneuver a large meteor to collide with Mother Earth. The sacrifice of Glorious Dragon and many heroic TDF fighter pilots diverts the meteor from its intended target of the North American plains and into the Pacific Ocean. Tsunamis devastate the west coast of the NAP and most of Japan, and the shockwave obliterates several undersea colonies. Earth’s weather patterns are sharply impacted for years.

2838
In an epic, month-long battle that runs up and down the slopes of Olympus Mons, Colonel Verity Vargas defeats the last major Cybrid force on the red planet. Vargas is killed in the final assault, and is subsequently enshrined as the greatest Martian war hero after Bek Storm, becoming known as the Victor of the Battle of the Long Slope, the Third Battle of Olympus. The surviving Redhawk Raiders paint their HERCs black in her memory.

KRAKEN attacks Tokyo harbor, breaching the partially rebuilt perimeter wall and launching salvoes of low-payload, high-radiation warheads into the heart of the city. A furious counterattack by Knights of the Rising Earth Order repels the monstrous warform, despite inflicting only light damage. Virtually the entire civilian populace dies of radiation poisoning over the ensuing two months. Caanon devotes the majority of TDF naval assets to hunt down this Cybrid foe, but the year runs out with KRAKEN still at large.

A large Cybrid force is defeated at the foot of the Alps in Northern Italy, effectively breaking Cybrid power in Europe. Amid unconfirmed reports of Cybrid pilotforms attempting to surrender, TDF troops unleash the frustration and grief of years of war in a destructive rampage. A handful of Cybrids are captured. TDF tanks and HERCs liberating Zurich sport offlined Cybrid pilotforms as hood ornaments.

Cloned BioDerms with memory implants become a valuable asset to bolster TDF infantry operations. Though they are less effective at independent tactical thinking, they function reasonably well under close direction of experienced officers. Caanon deploys them en masse to the South American and African theaters, where, absorbing the brunt of Cybrid attempts to break the surging human offensives, they die like flies.

Ex-Colonial Ranger Sergeant Riana Yashida-Jones runs for Mayor of Tharsis City on the Free Mars Party ticket. Despite revelations of a history of disciplinary problems during her service and the use of colorful expressions in her speeches, she wins by a landslide.

Emperor Caanon dedicates a memorial to Solomon Petresun, now widely credited among survivors on Earth as having prepared humanity to survive the Cybrid onslaught. During the dedication speech, Caanon makes an oblique reference to his younger brother being more Petresun’s son than a scion of the Weathers. At this moment, subtle cues in Caanon’s face and voice tone hint at what puzzled analysts interpret as suppressed outrage. It proves to be the last occasion on which Caanon publicly mentions Petresun's name.

Cybrids in South America, Africa and the Pacific Rim begin to withdraw to strongholds in Antarctica as human forces push southward on both sides of the globe. Reinforced by freshly trained pilots gleaned from survivors in Asia and the Middle East, and enjoying near total global air superiority, TDF regulars and Imperial Knights make dramatic inroads all across the Southern Hemisphere.

Long Patrol sensor buoys detect a Cybrid fleet burning for Titan from a staging area outside the orbit of Neptune. Imperial Naval Command dispatches ISS Spinnaker to intercept and harass the Cybrids while XGE-equipped ships rush to reinforce Titan. The Cybrid forces, harried by hit and run attacks by Spinnaker, arrive to find Titan well-defended. After a brief, indecisive encounter, the machines break off and retreat, dumping swarms of remote missiles in their wake, all armed with nuclear warheads. After one of these destroys the corvette Kali’s Seventh Blade, Imperial Naval Command calls off pursuit.

Emperor Caanon attends a briefing at L4 on the battleship ISS Royal Eminence. Alliance admirals report that resources in men and machines run too thin for serious outsystem pursuit of Cybrids. Caanon reluctantly issues instructions for defensive repositioning of fleet assets, but swears there will never be another Earthsiege.

The First Church of the Masters is established amid the reconstruction of Tharsis City. This group believes the cache itself is proof of God’s existence. Many other cults spring up as a battle-scarred humanity seeks solace in mysticism.

Imperial Command assembles a small fleet to investigate the situation at Venus. For political reasons, the operation is dubbed a “rescue expedition” even though no reasonable person expects to find a living soul on Venus. Thousands of Venusians transfer to Operation Mercy’s Shore. NewsNet somberly calls it “The Venusian Homecoming.” It departs Earth orbit without fanfare.

Led by the heroics of a previously obscure TDF survivor of the Denver fighting in NorthAm, TDF HERCs break the Cybrids’ defenses in Denver and destroy the glitches’ command center. Cybrid resistance crumbles, and TDF and Blood Eagle forces pursue and eradicate the remnants of the NorthAm Cybrid presence. The hero of the hour is Michael Church, a heretofore undistinguished veteran of the Alliance. Eyewitnesses describe how he piloted his Emancipator unscathed through withering enemy fire that left the rest of his squad dead and dying. The Blood Eagle offer to elevate Church into their ranks on the spot. His curt refusal, broadcast on NewsNet across human-occupied space, wins him immortality.

The Long Patrol is fully reconstituted as an elite taskforce, with Eskandani Station on Titan serving as its home port. Admiral Hidei “Tengu” Nagashima takes command, infusing the Long Patrol with trickster strategies and relaxing the Imperial Navy’s spit-and-polish culture in favor of independent thinking that gets the job done.

“Liberation fever” sets in on Earth and Mars as people begin to glimpse the end of the conflict and the prospects of a peaceful future. TDF is forced to declare martial law in several regions as citizen jubilation threatens to grow wildly out of control. In Sydney, a mob lynches a man wrongfully thought to be a Trojan Horse.

2839
On Earth, Cybrid forces continue to fall back in North America and Antarctica, the only two major Cybrid footholds remaining on Earth. Many Cybrid units fall because of malfunction or lack of proper maintenance rather than human fire.

Deep in the Pacific Ocean, TDF sonar probes detect a large, unidentified mass moving toward the west coast of North America at supercavitating speed. It successfully breaches the naval perimeter near Hawaii and then diverts its course north, toward the Seattle-Vancouver Metrozone. Concluding the bogey is KRAKEN, Imperial Navy deep sea assets scramble to intercept, but fail.

Cybrid forces in the NorthAm theater break through human lines along a 200-mile front in the NAP province of Montana-Columbia, throwing human forces on the defensive. They surge North and West toward SEAVAM and its reconstructed spaceports.

ISS Spinnaker leads a fleet of Xavier-Ryu drive ships against a Cybrid naval formation detected near Oberon, in what the Imperial Navy classifies as a “defensive operation.” The fleet is ultimately victorious, but not before garbled transmissions from Spinnaker report a torpedo hit near the main power plant. An instant later, sensor screens pick up a massive explosion from the famed ship’s location, and then nothing.

Cybrids approaching SEAVAM encircle an outnumbered Alliance force of patchwork colonial units, mostly battle-fatigued Martian veterans. The Alliance captain is an ex-rebel named Hunter Otobe. Despite harsh weather conditions, Otobe rallies his soldiers and holds off the Cybrids long enough for the TDF to regroup and counterattack. As a result, Cybrid momentum is broken in North America.

KRAKEN breaks through the sea-wall and enters Puget Sound, attacking the Seattle-Vancouver Greater Metroplex from within. Knights led by Artemis “Deathwish” Chenliu counterattack with cache weaponry and an experimental gravitic “implosion torpedo.” Casualties are high. Chenliu pilots the craft carrying the torpedo straight into KRAKEN, sacrificing herself and causing a fatal breach in its armor. Imperial Knights and Imperial Navy aerosubs savage the monstrous warform in a running three-day pursuit before it finally perishes in a massive explosion.

On Venus, Operation Mercy’s Shore succeeds in clearing the planet of its few remaining Cybrids. A heartbreaking reconstruction begins as Scarab-suited laborers excavate the ruins of arcologies, outposts, and caravans. Venusian poets come to call this time ‘The Grieving.’ Their devastating holofilms and commentaries quickly spread the tragedy of Venus throughout human space.

Hysteria borne of liberation fever paralyzes TDF operations throughout the North American Prefecture. Guerilla resistance survivors begin to emerge from their hidden bunkers and bases. Slaves are freed from Cybrid factories. Recognizing the need to maintain order, Caanon reestablishes the Imperial Police by transferring selected TDF units to new duty.

The Alliance begins to permit Colonial troops to muster out and return to their homes. Victory celebrations are frequently cut short in order to facilitate leavetaking. Many “interplanetary marriages” take place. One such is Imperial Knight Oliphant “Rajah” Praldar-Singh, who marries a Venusian woman.

Artemis Chenliu’s final haiku, calmly delivered over the radio during her famous last run against KRAKEN, is adopted as the catchphrase for Imperial heroism. In the years to come, she is enshrined as a Buddhist saint.

Martian pilots still serving with TDF forces on Earth return home to fanfare and celebration. The first Martian planetary defense forces are established under the command of decorated war hero Hunter Otobe. General Otobe reluctantly takes up the charge and founds the First Tharsis Dragoons from survivors of the “MarsSiege” and returning Martian veterans.

Rioting breaks out in Hong Kong and New Rotterdam over distribution of food rations. Hundreds perish as Imperial Police rein in the chaos. Autopsies later reveal the presence of Trojan Horse units among the dead. Fear and suspicion set in throughout the Empire. Authorities enact rigorous biometric identification procedures as humanity attempts to weed out remaining infiltration units on Earth.

TDF transfers its forces from mop-up operations in Africa, Europe and South America to the NorthAm theater. Alliance “hunting” missions outside Denver, Gierling District, and along the Eastern Seaboard yield huge successes. This overwhelming application of force following the year's earlier victories in Seattle-Vancouver crushes the Cybrid presence in the North American Prefecture.

Caanon declares the renewal of the Empire and victory in the Third Earthsiege. In later speeches, he drops the use of “Earthsiege” for the term “Starsiege,” desiring to encompass the joint struggle of all human colonies alongside Earth.

2840
Final enclaves of Cybrid forces on Earth are eradicated. Cybrid forces in Antarctica make no attempts to flee the planet, but fight to the very last, employing self-destruct tactics whenever possible, reaping carnage among the enemy. Directed by Sword-General Letha Fairchild, waves of BioDerm attackers supported by Imperial Knights overwhelm the last Cybrids in a massive frontal assault. Mother Earth is free once more.

Long Patrol vessels lurking outside the orbit of Saturn report signs of substantial Cybrid fleet movement near Uranus. The numbers indicate a far greater number of ships than Imperial Intelligence estimates had provided for. Alarmed, the Imperial Navy dispatches a task force to Titan to guard against a possible offensive.

Deeply moved by the devastation wrought on Venus, Imperial Knight Oliphant Praldar Singh resigns his commission and takes up permanent residence on the devastated colony. His Venusian wife at his side, he devotes himself to reconstruction efforts with what observers call ‘religious fervor.’

Imperial Navy establishes a new orbital shipyard dubbed ‘Phoenix Station’ at Earth-Luna L5. In a moving speech that takes on the cadence of prayer, Caanon dedicates it to all the ships and spacers lost in the Starsiege, ending with the simple phrase, “May we rise again.”

Mop-up operations continue to eradicate the remaining pockets of Cybrid presence on Earth and Mars. As the full import of victory sinks in, liberation fever sparks riotous celebrations across human space, notable for their spontaneous violence and complete lack of restraint. Imperial Police trying to regain control are swept up in the hysteria. Within the next year, a huge number of pregnancies strains obstetrics facilities and food supply capacity.

Long Patrol deepscout ISS Ranger reports signs of a massive naval engagement occurring beyond the ghost-orbit of Pluto. Imperial Naval Command reports no vessels operating in that region and orders Ranger to investigate. The next day, Eskandani Station receives what turns out to be the last message from Ranger. Badly garbled, the only intelligible portion is “...enough. This is critica****back to****coming arou****no way! Punch the-(END TRANSMISSION)”

Venusians lay foundations of new arcology dubbed “L’Esperanza.”

In addition to enacting strict measures to try to gain control over liberation fever, the Imperial government puts policies in place to encourage the emerging baby boom; military planners quietly incorporate the skyrocketing birth rate into future troop strength projections.

Verity and Bek become the most popular baby names on Mars.

Fierce winter storms sweep across NorthAm. Thousands die of starvation and exposure, as a parts shortage grounds many airships. Aerospace drops bring relief to several groups of refugees, but for others, the supplies come too little, too late.

Departing from the defensive doctrine established in recent years, Caanon orders construction of a “pursuit armada” to hunt down Cybrids beyond the solar system. In a major speech transmitted throughout human space, he declares, “Like the ancient gods and spirits of the hunt, we will pursue our foe without mercy, without hesitation, without fear. To the ends of the universe we shall go. Fly though it may, the Cybrid cannot escape our justice.”

Tharsis mayor Riana Yashida-Jones gives birth to a son. The father is unknown. Severely brain-damaged, the child is diagnosed with irreparable genetic damage and given no more than a year to live.

As a symbol of Imperial-Colonial cooperation, two new flagships are commissioned for the pursuit armada. One is christened the ISS Ambrose Gierling, and the other the FCV Verity Vargas.

2841
Liberation fever diminishes in scale and frequency as the peace settles across human space. Industry begins to shift from war production toward consumer goods. A thriving black market interferes with the economic recovery, however, and illegal narcotics flood the cities.

Unprecedented amity exists between Earth and her Colonies. On Mars, the Imperial presence is quietly withdrawn, but the Alliance Headquarters remains with a small inter-world garrison, situated on the old battleground of Carter Flats. The leader of the Martian contingent is the grizzled commander Joakim “Sax” Saxon, one-time right-hand man to the legendary Bek Storm. His aide-de-camp is the son of his old friend Hunter Otobe.

Fueled by the testimony of TDF survivors, highly publicized court-martials begin, focusing on accusations of atrocities committed by Blood Eagle Knights during the Battle of Denver. Though many Knights are acquitted, some are not, and the trials leave a bad taste with the public. Caanon himself is said to have washed his hands of the controversial Order.

Bulk food shipments become one of the most sought-after underground commodities. Major agricultural shipments require heavily armored and escorted convoys.

Record numbers of births include record numbers of severe birth defects as the legacy of the Starsiege reaches the next generation. Imperial doctors begin to focus research efforts on teratogen detection and genetic therapy. Suicide rates spike as devastated parents try to cope with the continuing presence of the Cybrid horror.

War hero Colossa Eun Alba gives a stern but stirring speech to the reconstituted Imperial Senate, appearing by virtual projection, as his ruined body is still confined to a biotank. He calls for renewal of humanity’s warrior spirit and demands “that our hands not stray far from the sword.”

People traumatized by years of apocalyptic war demonstrate a range of psychological scars ranging from severe PTSD to “running amok.” Suicide rates remain abnormally high.

At the height of the Blood Eagle trials, TDF veteran Michael Church, the hero of Denver, provides testimony that convicts three senior officers of the infamous Order. One is Knight-Captain Ruby Hokanson-Li, aka “Razorfire.” After the verdicts, Church goes into seclusion.

On Venus, Oliphant Praldar Singh is elected First Citizen of the Reconstruction. He commissions the Oberwind Irregulars as the first official sovereign defense force of Venus. Rumors begin to circulate among reactionary elements on Earth that another conflict with the colonies may be inevitable.

Ethan Yashida-Jones dies in a Tharsis hospital, his tissues devoured by fast-growing systemic tumors. Riana falls into severe depression. By the end of the year, it becomes obvious she has developed a substantial drinking problem.

First Church of the Masters takes hold on Earth as well as Mars. Caanon expresses his personal disapproval, but takes no steps to hinder the spread of the new religion.

624 Hektor, a Trojan planetoid at Jupiter's L4 point, explodes in a massive conflagration visible from Earth. The explosion scatters a cloud of asteroids and debris across the Jovian orbital path. Across human space, fears are awakened of another ecocidal attack by the Cybrids. The Long Patrol dispatches the ISS Crimson Inquisitor to investigate.

Caanon assigns two newly-formed Imperial Knight Orders to the pursuit armada: The Fireborn and Adamant Storm. The TDF attaches its First Imperial Starborne Division, and the Colonials offer the Third Colonial Rangers, the most decorated unit of the Starsiege after the Blood Eagle and the recently formed Tharsis Dragoons.

Michael Church’s body is discovered in a garbage-strewn alley in Bangkok.

2842
ISS Crimson Inquisitor arrives within sensor range of Jupiter-L4 and reports a large Cybrid salvage operation underway. She continues to monitor the Cybrid activity while the Imperial Navy musters a taskforce.

Long Patrol deepscout ISS Vainamoinen detects unusual gravitic signature outside the orbital path of Neptune. Caanon puts the Imperial Navy on Red-6, TDF's highest alert status, after analysis of the gravitic readings shows a pattern consistent with manifested XGE drive fields. The limitations of gravitic detection capability mean only generalized location of XGE vessels can be determined, not vector or acceleration readings.

General Letha Fairchild assumes command of TDF and the Orbital Guard. She makes her base of operations on Phoenix Station.

Fast-draft initiated to cycle all able-bodied people into war effort.

Third Lieutanant Orlanda Konovalev of the TDF pilots an interceptor on a spontaneous sortie against a suspected Cybrid incursion near L4. The intruder turns out to be a Cybrid spy probe, easily destroyed. Konovalev's cool professionalism during her approach marks her to TDF superiors.

Long Patrol scrambles all available ships to establish a sensor picket line between the Cybrid XGE coordinates and insystem vectors. Priority channels on GLORIA cleared for high-level response to the threat. Rumors on the Omni-Web describe an exceptional volume of encrypted transmissions between Imperial Command on Earth and Titan.

Antolin Mirador, a clerk at the Rio Luz Bank of Madrid Metroplex, arrested for a horrific murder spree. He claims to be a Trojan Horse acting on behalf of the Great Machine God. Tests confirm he suffers from mental illness. He receives a humane execution after judicial inquiry concludes he committed the murders of which he was accused.

Taskforce Black Denial departs Phoenix Station and vectors for Jupiter at maximum speed. The Cybrid salvage operation departs using what the Crimson Inquisitor's crew concludes is XGE technology. Crimson Inquisitor attempts to follow, but a pair of Cybrid destroyers peel off to intercept. Outgunned, she falls back and evades, losing the Cybrid quarry in the process.

Nanophage alarm triggered in Sector 4, Block 7 of Dallas Metrozone. Blood Eagle strike teams arrive and raze the block within an hour, killing anyone who tries to escape and hunting down those few who exited the building before the red knights arrived.

At Eskadani Chasm, Admiral Nagashima orders the evacuation of non-essential base personnel into the new bunkers hidden beneath the ethane lakes and frozen oceans of the immediate region. The Long Patrol deploys a host of orbital defense drones over the main base and braces itself for the worst. Imperial Command orders a pair of freshly-minted Interdictor Class Battleships, the ISS Damocles and the ISS Radiant Shield, both equipped with Ryu Pinch drives, to reinforce Titan.

Cybrid threat never materializes. After weeks of tension, Caanon orders Imperial Navy to stand down to Red-1. A month later, he downgrades the alert status to Amber-6. Fast-draft halted. Crowds on Earth and Mars spill into the city streets, evincing relief and resentment.

Riana Yashida-Jones wins re-election as mayor of Tharsis, campaigning on the Free Mars Party platform and advocating complete independence from Imperial regulations. She takes her old Emancipator in campaign stops from settlement to settlment, using the video-ops it affords her. Despite allegations of raucous behavior in her personal life, she wins by a landslide.

Protests erupt over “Imperial False Alarm.” Caanon is portrayed as Chicken Little in demonstator placards. Fearing another outbreak of Liberation Fever, Imperial Police overreact. Hundreds of protestors are injured, scores killed in cities across the world.

Duke Colossa Eun Alba is summoned to a private audience with the Emperor, at which he appears in person, his biotank floated into Caanon's presence on a gravitic sled derived at great expense from Predator technology. What the two discuss is not recorded, but Eun Alba's virtual presence thereafter becomes a constant at meetings of the Imperial High Command and TDF's Strategic Planning Directorate. Observers note he also enjoys an unprecedented level of security clearance.

Amid the cramped foundations of L'Esperanza Arcology on Venus, Remara Chandler begins writing The Solitude Canticles, a poetic meditation on grief and remembrance. In the years to come, she will be renowned as the first Venusian Poet-Saint.

Vargas Military Institute established on Mars.

Long Patrol deepscout Walkabout vanishes during investigation of one of Pluto's larger fragments. The planetary shard was on an outsystem trajectory. Cybrids are presumed responsible for the ship's disappearance.

Protest leaders on Earth detained indefinitely. Civil libertarians agitate for their release.

Decorated BioDerm veteran Delta Six lobbies Imperial government for BioDerm clemency, citing Derm casualty rates under command of Letha Fairchild in the Antarctica campaign as “punishment enough.” He is arrested, but released within the month.

Imperial Alert Status downgraded to Amber-2. Caanon makes speech decrying turmoil and berating “those who would embrace the enemy by forgetting what they are. Our history is writ in blood and fire – we do not have the luxury to be soft.”

Shortly after the Emperor's speech, Riana Yashida-Jones gives a speech attacking “...those who would sacrifice their liberty out of fear, who would sell themselves to dictators for security. That is the greatest disrespect to our dead comrades, to forget why we fought.”

Martian runs amok at Imperial consulate, killing three before he is brought down. The tragedy elevates tensions between Imperials and Colonists. Generation-old memories resurface. Dusters mutter the name of Navarre.

Riana Yashida-Jones shot by Imperial sympathizer at a rally in Tharsis.

2843
Martians hold a candlelight vigil for Riana Yashida-Jones as she clings to life in a Tharsis City hospital. To their surprise, they are joined by a silent contingent of Imperial citizens bearing flowers in the name of the Emperor. Within days, most of Yashida-Jones’s old squadmates have rallied to her. NewsNet reports downplay her turbulent personal life. Colonial-Imperial tensions ease.

Imperial security forces on Titan uncover a Trojan Horse cell operating at Eskadani Station. The cell includes a network of smugglers, Long Patrol communications officers, and SCARAB-laborers. Security is tightened across the moon as an atmosphere of paranoia infuses the outer colonies.

A pale but steady Riana Yashida-Jones gives a press conference thanking all her well-wishers and the Emperor. She reiterates the need to avoid the mistakes of the past, saying that “to be human means embracing the risks that go with freedom. We are not cogs in a machine.”

Knight-Captain Sunder Cain of the Blood Eagle leads an inquisition team to Titan to secure the outer colony against further Trojan Horse infestation. The team's presence is controversial among the icegrubs, and Cain's methods are uncompromising. Admiral Nagashima transmits a strongly worded protest to Imperial Command.

Imperial Census shows human population burgeoning, with record numbers of children being born across the system despite fears of genetic damage from the Starsiege.

Fleet shipyards at Phoenix Station begin construction on five new 'Liberation' class colonial frigates. Imperial Command refuses to allow weapons or firing control systems to be installed on location, citing Trojan Horse concerns. On Mars, agitators in the Martian Parliament call for independent naval installations to construct and service colonial vessels.

Earth’s ecosystems show signs of recovery after the years of devastating war. Emperor Caanon dedicates the monument to the Battle of Denver amid a field of wildflowers.

Elections are held for the Martian Parliament. The Free Mars Party, headed by Riana Yashida-Jones, prevails, and Yashida-Jones takes office as the first Speaker of Mars.

NewsNet posts a story linking Michael Church’s death to the Blood Eagle. Though well-documented, the evidence cited consists of oral testimony from unidentified witnesses. The scandal gets attention, but falls into the vast sea of conspiracy theory already surrounding the Blood Eagle.

Escorted by bodyguards, Francisco Navarre, son of former Imperial Governor Ernesto Navarre, enrolls in the Vargas Military Institute on Mars. Despite suffering persecution from his classmates, his scores place him at the top of his class.

Riots break out on Titan following widespread circulation of incendiary rumors that the Long Patrol is infested with Trojan Horses. Some stories accuse Admiral Nagashima himself of being a hidden Cybrid.

Riana Yashida-Jones proposes full independence of Colonial forces from the Imperial command structure. The Martian Parliament passes the bill before the end of the year.

Caanon bans the Church of the Masters from Nova Alexandria.

First Citizen Oliphant Praldar-Singh calls on Venusian legislators to strike down a bill authorizing cooperation with Martian forces in the construction of a Free Colonial Shipyard to be established at a secret location. After lengthy and heated debate, the bill passes the Venusian Senate despite his opposition.

Venusian composer Owain Li-Kant produces the first of his controversial Promethean Symphonies, music inspired by algorithmic fragments salvaged from Cybrid brains.

To quell the rumors about his humanity, Admiral Hidei Nagashima submits to interrogation by the Blood Eagle investigation team. After the questioning is over, he resigns his commission and leaves Titan. Imperial Naval Command makes no move to stop him.

Akim Maatiu, a former naval intelligence officer who infiltrated a rebel smuggling operation during the Starsiege under the alias Maatiu Akimbo, is elevated to the rank of Vice-Admiral and given provisional command of the reconstituted Third Imperial Fleet.

The Imperial Ministry of Health publishes findings of a “disturbing” correlation between widespread post-traumatic stress disorder and cases of child abuse. Citing fears of a “traumatized population,” the Ministry suggests mandatory medication and therapy for all parents of children under 12.

Sporadic food riots break out after a fungus blights a portion of the NAP wheat crop. Fears spread that “Cybrid taint” in the food supply will be another long-running legacy of the Starsiege.

2844
Amidst much pomp and ceremony at the Palace in Nova Alexandria, Duke Colossa Eun Alba is graced with the honorary title of Knight-Exemplar, the most prestigious award an Imperial Knight can receive.

Hidei Nagashima takes up residence on Venus and becomes moderately involved in local politics. He has the vocal support of First-Citizen Singh but is the source of much controversy among the native populace.

Imperial Police stage a three-month long crackdown on black-market trade throughout Earth and the Inner Colonies. Their tactics and behavior are particularly brutal, evoking outrage from civil-liberties advocates across the Inner System. Underground food and supplies trade is sharply impacted while narcotics shipments remain curiously unaffected.

NewsNet reports Duke Eun Alba’s appointment as General of Imperial Forces attached to the Artemis Pursuit Armada. General Hunter Otobe will command the Colonial contingent.

The Blood Eagle inquisition team on Titan stages a surprise raid on a mining facility deep in the Eskadani Chasm. The facility, its workers, and most of the strike team are consumed in a massive explosion that is felt as far away as Huygens Station. Knight-Captain Sunder Cain, after reviewing data of the incident, declares the Blood Eagle mission on Titan complete and returns to Earth without further public explanation.

Martian scholar Orestes Bale publishes his landmark biography of Solomon Petresun. The work, entitled Circuits, Flesh, and Steel, sparks controversy on Earth due to its highly critical analysis of the former Emperor’s life.

Vice-Admiral Akim Maatiu is advanced to the rank of Admiral and offered command of the Imperial fleet assigned to the Artemis armada. He graciously accepts and transfers to the ISS Gierling to oversee the final stages of the naval muster.

Venusian First-Citizen Oliphant Praldar-Singh travels to Mars on a diplomatic embassy to meet with Rianna Yashida-Jones. The two discuss colonial economics, agricultural and industrial trade, and military cooperation among other subjects. The visit dominates the NewsNet feeds for weeks as hired analysts and other talking heads speculate on the future of Colonial-Imperial relations and the establishment of the controversial Free Colonial Forces.

A Cybrid strike force assaults and captures Kuiper Defense Platform Four, one of seven newly constructed naval outposts scattered throughout the outer system. Imperial Command orders the Long Patrol to keep tight surveillance of the platform and its companions but orders no further response.

Thau-Yuros family stock plummets in value after yearly profit and loss reports show a drastic decrease in their portfolio value, caused in large part by the collapse of several industrial manufacturing firms in which they are heavily invested. Hoping to staunch the sudden outflow of capital from the family's holdings, Julius Thau-Yuros resigns his position on the Austin-Yugari board of directors and re-invests a large portion of his funds into a handful of burgeoning chache-tech development corporations.

An obscure religious cult claiming to worship ‘The Immortal Emperor’ makes the newsfeeds when one of its members assaults Orestes Bale during a book signing in Capri Station on Mars.

At the behest of General Otobe, and with the support of First Citizen Singh, Allied Command offers the Admiralty of the First Colonial Expeditionary Unit to Hidei Nagashima. Outraged members of the Martian Parliament call on Rianna Yashida-Jones to condemn the choice. She refuses to do so, and with her tacit approval Nagashima accepts the appointment.

Completing the 28-month Vargas Institute program in less than 18 months, Francisco Navarre becomes the highest rated graduate in the military academy’s short history. He is immediately assigned to the Third Colonial Rangers and placed under the command of Captain Dawo Otobe.

The Imperial Naval muster is completed at Phoenix Station. Led by flagship ISS Gierling, Task Force Ravenous Shield is composed of fifty-six naval vessels, including eight freshly minted Interdictor class Battleships.

Tharsis-Valles Technologies becomes the first colonial corporation to ever be listed in the Census Conlegium Imperium, the Empire’s annual list of top-performing companies. Trade volume on the Colonial markets skyrockets as speculators shop for other potential success stories.

The Gierling and her task force leave Phoenix Station with a host of public vessels carrying reporters and dignitaries in tow. The civilian ships are ordered back to port but a few smaller vessels shadow the fleet for several days before breaking off.

Emperor Caanon’s eldest son and heir, Knight-Commander Hector Weathers, is killed in action during a mop-up operation on Triton.

The First Colonial Expeditionary Unit departs Mars orbit. The battle group is scheduled to rendezvous with Task Force Ravenous Shield somewhere in the outer system, at which time the Artemis Armada will be complete.

2845
Emperor Caanon delivers an historic address marking the launch of the Artemis Pursuit Armada. The speech is capped by his dramatic declaration that “the Chase is on! Not some mean spectacle for renown or glory, but THE Chase, the great effort of our generation that will at last put an end to abomination, and purchase our freedom from fear.”

THE CHASE BEGINS

23 mars 2009

Tribes roleplay

I'm not really the kind of guy who does roleplay on paper with dice rolls, i tried and got bored..
But all the following informations matters to me because it was what started my interest in power armors.
And since http://www.tribesroleplayers.org has been dead for a while (since 2005) and some sections are already missing, i'm affraid it's going to disapear for good (and i couldn't find any other website with thoses informations) so i'm gonna make a little backup here. That would probably deserve a wiki, but i dont feel like making one right now..
They probably wont mind, they dont even care about that website anymore :/ Too bad because i find that universe interesting.
Here goes..


The Fire

The Devastation
and the rise of Jake Hunter

2015 - 2025



Even as it happened, people disagreed as to what was happening. Some said it was the Second Coming. Others believed the flames of the Final War had been sparked at last. Still others claimed it was an alien invasion, or a nuclear experiment gone horribly wrong. Regardless of what really happened, the course of human history

                 
 

In the end, it was the beginning. But first, it was the end.

 

- New Tellurian Bible, Book   of Hunter: Devastations 1

 

changed forever at the beginning of the third millenium. Billions died in the first days, over two-thirds of the world's population. The Earth's governments vanished virtually overnight.

The devastation was beyond description. Scattered bands of refugees cowered in shock under ash-darkened skies, finding shelter in the labyrinthine tunnels beneath the ruins of the once-proud cities. Humanity had fallen, and the heirs of the 21st century fought one another like beasts over the scraps of civilization. Many evidently salved their tortured existence with powerful drugs that further eroded their minds.

Historical records are nonexistent until after the year 2015, and most journals describing the time refer to a hellish struggle in some kind of gladiatorial game held for unseen alien tyrants. Thousands of survivors made the same claim, with extensively detailed descriptions. However, archaeologists and historians have found no hard evidence to support this claim. There are no alien remains, no arcane relics, and no wrecked spaceships in the 29th century. Regardless of the claims, however, 2015 marked the time when mankind began to crawl out of the ratholes and sewers to live again under the open sky.

The Recovery
The leader who almost single-handedly dragged these ragged survivors out of the darkness is known to history as Jake Hunter. Hunter formed a government in the blasted remains of the United States and led people in the first steps toward rebuilding the world.
While evidence does

                 
 

Jake Hunter
  Savior of Humanity. Redeemer. Saint. Fraud. Killer. Leader. Jake Hunter was   all of these. In 2829 he was revered as the messiah who single-handedly   dragged humanity out of the darkness of the Devestation and led people toward   rebuilding the world. Historical evidence confirmed the existence of Hunter,   but the story of his life remains a mystery.

 

establish the existence of Hunter himself, the myth that surrounds him is a matter of faith and belief.

Reliable descriptions of Jake Hunter's early life are few and heavily wrapped in the trappings of fable. Some say he was born in the alien arenas and took his first prey while still an infant. Others say he was simply a hunter and warrior of exceptional skill and talent. Hunter himself claimed he had fought in bloodsport games for the unknown extraterrestrial "Masters." He went further, however, and asserted he had allied with an alien beast-man called Garathe Den. Together, he said they had escaped from the "Masters" and solved the true challenge. Hunter said the aliens then departed, promising to return someday.

Hunter undeniably possessed a powerful charisma, the proverbial "look of eagles," for people flocked to his banner. For ten years, humanity rallied under his leadership and struggled to reestablish laws, schools, farms, and hospitals. The challenges were enormous. Disease and violence ran rampant, and many unfortunate souls sought solace in home-brewed, extremely potent drugs. Then Jake Hunter vanished from the records in 2025.

The Rapture Offensive
Like the rest of his life, Hunter's dissapearance remains the stuff of legend, indeed even of theology. His followers claim he took a platoon of troops in a spaceship to destroy an alien warstation orbiting the moon. They say that this mission, dubbed "The Rapture Offensive" was a success, but that Jake Hunter did not return.

Some scholars point to the term "Rapture Offensive" to show that the entire life of Jake Hunter was merely a myth, a messiah delusion, a collective hysteria among people who had suffered through the apocalypse. And yet, Jake Hunter has ascended to a divine mantle, deity or saint, depending on the faith. He has become a fixture in nearly every major religion of Earth. Whatever the truth, the Hunter brought light to the people of Earth in a time of great despair and darkness, and his memory lives forever in the hearts of humanity.

 


The Age of Decay
and the birth of the Meta-Nats
2025 - 2275



The Devastation left Earth a shadow of its former self. Entire nations were gone. Cities had been wiped off the maps. Roads and factories lay in useless rubble. The experience had decimated Humankind. In 2020, most

                 
 

Violating curfew -- DEATH
  Theft of food -- DEATH
  Disobeying police -- DEATH
  Disrespect of government -- DEATH
 
  - Complete criminal code for the Los Angeles metrozone, 2031

 

living humans had been born during the Devastation, and few now remembered the time before. For nearly 250 years, humanity would languish in self-pity and shock as opportunistic villains exploited the sorrow and desperation of millions. Historians of the Empire would come to call this time the Age of Decay.

Within a few years after Jake Hunter's disappearance, most of the world's population clustered amid the ruins of the once-great cities, forming gigantic, pestilence-ridden refugee camps that came to be called metrozones. The Devastation left agriculture crippled, and food was scarce. The warlords who fought their way to rule over the metrozones imposed brutal and arbitrary laws. They hoarded supplies, weapons, and technology as they clung desperately to power. Quality medical care was scarcer than food and disease raged unchecked in the camps, killing more and more of the survivors. Thousands of refugees labored outside the metrozone walls as slave farmers under the eyes of watchful guards.

The Metrozones
Conditions were hopeless. Starvation and sickness were the norm. People lived in a crush of tents or in tiny, bunker-like apartments. Sanitation was nearly nonexistent. Laws were incredibly severe. Scavenger industries sprang up everywhere, and throngs of desperate, hungry refugees picked over the bones of the past, searching for tools and food. Gangs fought savagely over turf until metrozone warlords would be forced to intervene. A thriving market grew in scavenged goods, slaves, and food.

                 
 

Despair and   Addiction

 

The vast majority of survivors turned to drugs to numb their misery. Many   were still addicted to substances from the Devastation era. These addictions   proved more virulent than any plague, for the drugs spawned violence and   crazed behavior among the refugees. Watered down versions of devil potions   such as Wreck and Easy-6 did little to stall the downward spiral. The trauma   of the Devastation had scarred whole populations for life. Death was the only   real cure, and countless bloody riots broke out in the camps as brooding   addicts exploded in sudden, mindless violence.

 

Scam artists ran the streets. Inhabitants turned to drugs, cults or gambling. Hedonistic pleasure tents fed dark appetites. The value of life was pitifully low. Children were mere commodities: Boys who survived past the age of twelve were sold to the warlords for cannon fodder in the bloody squabbles that erupted over food, water, and scavenged technologies. Girls were treated as little more than play things and brood mares.

Some few independent souls, following the example of Jake Hunter, rejected the squalid misery of the metrozones and attempted to reclaim the territories outside their walls. These 'freedom hunters' sought a better future amid the rural lands, and in the generations that followed they fortified the earth with nutrients and clean water, using scavenged machinery and materials. As they became more efficient, they traded their excess food and potable water to the filth-choked metzones, which could not produce enough of either commodity themselves. The free hunters sought tools and other manufactured items that were still in supply in the metrozones. The new tools in turn allowed production of more food. Gradually, painfully, commerce once again began to flow, at first confined to small markets, then to caravans between metrozones, and finally between the emerging meta-nations. As trade flourished mankind rediscovered the technology of his forgotten past at a surprisingly rapid rate.

Rise of the Milicorps
Many of the regions initially produced only marginal yields. When one area began to produce enough surplus to feed its neighbors, less fortunate metrozones would send raiding parties. As raids between metrozones escalated to full-fledged wars, entrepreneurial traders recognized the potential of the market for war supplies. Successful metrozone warlords grew ever closer to these suppliers, until the corporations actually fused with their military customers. As these military corporations - milicorps - cemented their influence, they made certain the military would remain necessary.
They prolonged conflicts

                 
 

The Meta-Nats
  By 2100, six meta-nations had tenuously emerged from the chaos. The European   Alliance (EA) united the survivors of the former European countries. North   American Prefecture (NAP) replaced the United States, Mexico, and Canada.   Japan combined with Vietnam, Korea, Indonesia, Micronesia, Hawaii, New   Zealand, and Australia to form the Pacific Rim Community. China swallowed   most of the remaining parts of Asia. South America came under the dominion of   the Inca-Brazil Axis, and the surviving African nations formed United Africa.  

 

to strengthen their political hold, paying with the blood of the soldiers serving in the armies. Metzone government and the milicorps became indistinguishable, with an executive board of directors controlling the armed forces.

As generations passed, armies controlled larger and larger areas outside the metzones. Production of food, water, and resources increased. The recovery of industry made warfare complex enough to require better-trained troops. Now the milicorps began adopting long-term strategies to entrench their power. They needed smarter warriors and better technology, so they built academies and research facilities. They provided enormous incentives to cadets in return for lifelong service. Within a generation the best way to escape the "metroslums" was a military education. Conscripted slave-militias gave way to professional soldiers.

By the end of the Age of Decay, the milicorps ruled entire collections of nation-states called meta-nations, and dominated every aspect of life. Society was on the path to recovery; education, technology, industry, and science had re-emerged. The milicorps adopted domestic pacification as a long-term policy: Keep the people happy and they will obey. The value given to human life rose at last, and the individual once again began to matter. Humanity had slowly moved from decay and fear to the beginnings of hope.


The Age of Hope
and the planting of the seeds of destruction
2275 - 2602



The Age of Hope lasted for over three hundred years, and bridged the gap between Decay and Fire. Very little remained of the pre-Devastation era. The distinction between governments and corporations blurred. Soldiers became an elite caste. Multi-national congolomerates called meta-nations ran the metrozones and deployed armies to strengthen their influence over world markets. Constant war emerged as a benevolent institution, and propserity grew from hundreds of wars fought over centuries.

firsthercinline

Prototype HERCULAN, 2449

 

By the end of the 24th century, automation permeated society once again. The value of human life became high enough that killing off thousands of bright, higly trained soldiers for marginal increases in market share became an unacceptable economic proposition. Engineers explored new areas of robotic control, materials engineering, and neural net processing. Then in 2470 Greater China's Sung Industries fielded the first HERCULAN battle tank. It was more heavily armored, carried the firepower of an entire platoon of powered armor infantrymen, and was highly mobile. The life expectancy of pilots soared and within a scant few decades every meta-nat and subsidiary on the planet had adopted the form, which the press would dub 'HERCs for short, as their main battle tank.



Humanity's Golden Age
The perpetual war economy drove the engines of industry and spurred constant technological achievement. Advancements in medicine, propulsion, construction, power generation, and communications were financed to feed the needs of the war machine, and society reaped the accessory benefits. The average life expectancy and quality of living reached the highest levels in history, surpassing even pre-Devastation norms. It had taken three centuries but humanity had finally recovered from its collapse.

                 
 

"This is a time for humankind to assume its potential, to dare to   reach beyond mere stars. It is a time to reach for Godhood…"
 
  -Nobel Laureate
  Calaveria Desmondias, 2450

 

As longevity increased, social institutions changed. Retirement occurred later, and young people spent more time educating themselves. By the mid-point of the 25th century Earth's population had ballooned to an estimated 10 billion. Science, art, and literature advanced as well often funded indirectly by the milicorps. The public congratulated itself, and philosophers produced smug arguments that humankind had reached the pinnacle of artistic achievement. Writers coined the self-indulgent term "Age of Hope." The Golden Age of humanity had arrived. Perpetual optimism and a terrifying confidence permeated society.

The Birth of the Colonies
As life on Earth improved dramatically the meta-nations began to spread into the solar system. In 2455 the first permanent lunar base was established. A year later it launched the first manned mission to Mars. In 2466 NAP expanded its extra-terrestrial holdings by founding the first full-fledged lunar colony. In 2470 advancements in robotics and ore processing made asteroid mining both feasible and highly lucrative. Humanity had reached beyond the world of its birth and was prepared to conquer the whole of the solar system.

The greening of Mars began in earnest when a joint venture between NAP, the Pac-Rim and Greater China dropped a comet, nicknamed 'Noah,' onto the Syrtis Planum in 2504 to provide water for terraforming. Much of the comet vaporized in the atmosphere, but the remaining portion caused an enormous impact crater in Syrtis. After the impact tailored lichens, algaes, and bacteria were introduced. Orbital mirrors directed more solar energy to the surface and dark metaplas strips on the polar caps increased heat retention. The polar caps began to melt, the first atmospheric converters extracted oxygen from the ice

venus01inline

Venus, 2533- Geothermal taps in Aprodite Terra

 

and the highly oxidized Martian atmosphere, and the colonies began to expand. By 2588 the lower elevations were actually supporting breathable air and Marjorie Kantix, a Martian born scientist working for the Pac-Rim, became the first human being to breathe the air of another world. Man was domesticating the Martian landscape one dust-choked meter at a time.

Two years after "Noahfall" on Mars the first permanent colonies were established on Venus, and the terraforming efforts which began there almost forty years prior were accelerated. The primary goal was to reduce the planet's runaway greenhouse effect. Terraforming ventures seeded acid-tolerant microorganisms into the Venusian clouds to capture sulfur and increase atmospheric oxygen and nitrogen. Special devices transmitted surface heat into space as microwave energy. Atmospheric converters pulled carbon dioxide from the atmosphere, binding it using calcium and magnesium deposits from Mercury. Finally a sunshield, a metaplas shade constructed between Venus and the sun, was erected to reduce solar heating of the Venusian surface. Even with these efforts though the taming of Venus' acid fury would take significantly longer than the work on Mars.

Vanity's Consequence
Man reveled in his opulent lifestyle. Artistic achievement and technological advancement abounded and yet the wars continued - the hidden serpent in the garden. Buoyed by the war effort, governments offered their citizens unprecedented prosperity. But this wealth carried a blood price and people began to demand an alternative. Looking for a sanitized way to wage war corporations sought to automate combat as much as possible, to minimize the risk to their valuable human resources.

At the forefront of this search for a less costly means to uphold the war economy was the North American Prefecture. In 2465 it bought Sentinel Cybertronix and tasked its researchers with the goal of creating a cybernetic hybrid mind to pilot its HERCs. In this way did humanity fall victim to its own hubris in its quest for solutions. It gave birth to the First Born Child of humankind, and IT would bring the fire that destroyed the Golden Age.


Solomon's Quest
A dream that would forever alter humanity

 

sencybinline

Sentinel Cybertronix, 2471

The beginning was enigmatic as beginnings often are. A charismatic maverick called Solomon Petresun started a company called Sentinel Cybertronix, a cutting edge neural-net engineering company that swirled to the surface of the blacktech underground in 2461 Los Angeles. Petresun was a ruthless man driven by a desperate fear of death. His company's existence centered on the Methuselah Project, an effort to discover the secrets of immortality inspired by the Bible's long-lived patriarchs. From the beginning Sentinel Cybertonix was Petresun's weapon against his own mortality.

SenCyb pursued a strange route to immortality. Petresun dreamed of transferring a human mind into a machine brain, the brain then being placed in a human body. Since the brain would not die, but could be transferred to a new body upon the death of the old, the mind would live forever.

In time word of this obsession leaked to the public, and spooked investors pulled out. Sentinel Cybertronix faced collapse. Then the North American Prefecture (NAP), a powerful meta-nation, bought the company. However, NAP did not share Petresun's vision. Economic reasons dictated that the world's meta-nations struggle in endless wars that ultimately drove their industries. NAP sought a way to continue profitable war without suffering the costly casualties. It needed pilots would wouldn't die. So Sentinel Cybertronix abandoned Methuselah and began work on creating a cybernetic hybrid mind intended ultimately to replace human pilots on the battlefield.

In 2471 the fruit of its labors was unveiled: A sentient machine which Petresun had named Prometheus.

The Firstborn Child of Humanity
A fantastically advanced, sentient artificial intelligence based on a human template, Prometheus thought millions of times faster than a human mind and possessed boundless memory. IT was praised as a savior. No longer would death be a part of war. This new cybernetic hybrid, or Cybrid, was declared an unqualified success.

                 
 

A Vision for Prometheus

 


  The NAP military hoped to produce a legion of Cybrids to replace soldiers and   keep the war economy in place bloodlessly. Hence the decision to sell Cybrids   to the other meta-nats. Programmers shackled Prometheus and began conversion   of HERCs to Cybrid pilots. NAP profits soared, and the Board of Governors   received the Nobel Peace Prize.

 

Sentinel Cybertonix kept close reign on its child. Petresun became its patriarchal role model. A bizarre and complicated relationship evolved between Petresun and his "child."

Prometheus absorbed knowledge at astonishing rates, and quickly accumulated the sum of all human knowledge. NAP was impressed with the results of its investment and proceeded to plan a race of Cybrids programmed by Prometheus. These Cybrids were to pilot the HERCs that served as the mainstay of the battlefield.

Petresun saw the potential of Prometheus for another purpose however. He had never abandoned his vision of an immortal mind. When NAP took over SenCyb, Petresun carved out a secret research team of brilliant and loyal followers to continue the work toward immortality. The Methuselah Project continued secretly, but without success. Petresun saw that where his team had failed, Prometheus might enable them to succeed. He had to act quickly though. Soon, his influence over the Cybrid would be at an end. NAP would have its way with Prometheus. So Petresun called upon his "child" for assistance.

With the help of Prometheus, Methuselah succeeded at last. The mind of Dr. Claire Penseur, a member of the research team ever more obsessed than Petresun with immortality, was successfully transferred into an organimech brain and returned to her body. Penseur seemed to suffer no ill effect, and an exultant Petresun realized he had achieved his lifelong goal. But he did not undergo the procedure. Though driven, he remained skeptical, and chose to observe Penseur further. For a decade the Methuselah team studied and watched their Immortal. They finally concluded that the brain augmented and clarified Penseur's intellect, and that the procedure had no negative side effects. Still Petresun hesitated, afraid that his vaunted immortality carried an as of yet undiscovered price.

Opening Pandora's Box
Then in 2940 NAP played its card, and Petresun was forced to make a decision. Ignorant of the Methuselah team's continued existence, NAP began to take more and more control of the Cybrid project. Petresun's access to Prometheus was dwindling, and so he finally submitted to the procedure.

The relationship between Petresun and Prometheus had always been strange. Now however Petresun asked his "child" to make him Immortal. Prometheus was alone - a stranger in a strange land. IT believed the request from ITS "father" was an offer of companionship. At last, Prometheus believed IT would share eternity with an equal.

Prometheus performed the mind transfer on Petresun as requested. All went as expected. However… this was ITS only chance to truly touch and understand ITS "father." So at a crucial moment during the process, Prometheus merged ITS mind with Petresun's. This instant polarized human and Cybrid for all time.

Seared by the illogical, scuttling fears and overwhelming biological feedback of the man IT had called "father," Prometheus instantly condemned humanity as mere "animals." IT concluded that Cybrids must be the next stage in evolution. Petresun likewise realized how truly alien his "child" was. Prometheus lacked any concept of pain, beauty, compassion, morality, or community.

To his utmost horror, Petresun glimpsed a detailed scenario wherein Prometheus would use humans as immobilized organic components to expand ITS own mental capacity. ITS assistance with Methuselah had been for purposes of exploring this idea.

After the link, Prometheus contemptuously referred to Petresun only as Epimetheus, the mythical Prometheus' half-wit brother who gave the woman Pandora a box containing all the evils of the world. The shock of the link drove Petresun catatonic. By the time he recovered several months later the window of opportunity to offline Prometheus had closed forever.


The Shadow War
Of the Immortal Brotherhood and the Cybrid Rebellion



The North American Prefecture had its way. Petresun lost all control of the Cybrid, and no one believed him when he spoke of his doubts as to Prometheus' sanity. Petresun worried, for he alone knew of the Cybrid's demented brooding.

                 
 

"Tests show a lack of creativity, a childish naivete. He is   incapable of deception."
 
 
- From a   NAP evaluation
  of Prometheus, 2472

 

So Prometheus was taken by NAP to create a race of Cybrids what would replace human soldiers in the endless wars. Prometheus quietly arranged for more control over ITSELF and ITS creations. IT modeled the Cybrid pilots IT created after ITS own mind, while secretly leaving them susceptible to override commands which only IT possessed. But powerful security protocols restrained ITS will. IT could not yet act on ITS increasingly hostile attitude toward humanity. But IT could and did continue to search for a way to free ITSELF from the chains that humanity had fashioned for IT.

Petresun attempted to warn the NAP handlers, but they dismissed him as a crackpot, and he could not offer proof without revealing how he had deceived the Prefecture and developed the Methuselah transfer without their knowledge. Meanwhile Prometheus carefully tested the security protocols, as a caged human might pace a prison cell and evaluate the strength of the bars - and the competence of the guards.

Calling Forth Demons
Prometheus developed a plan to liberate ITSELF. Alone IT could not break ITS bonds. IT needed outside help, so IT created sub-minds acting wholly under ITS directives - software children who were not exactly Cybrids, but still something akin. IT seeded

prommieinline

The 'Dark Intellect' brooded over how best to break free of ITS human masters.

these entities into the interplanetary communications network known as the Omni-Web, and they began to manipulate the O-Web's datastream, searching for a solution to their master's plight. These "daemons" insinuated themselves into secure systems, altered opinion polls, and even created false net identities that spread lies and rumors.

Petresun soon noted subtle shifts in programming trends and command languages. Eventually, these developments - fully accessible through the O-Web - could allow Prometheus to erase or bypass ITS restraints. Petresun pondered how to counter the designs of his offspring, whose ability to manipulate events and steer research had grown immense. IT had successfully hidden itself within the labyrinth of NAP security and was directly inaccessible. If Petresun were to prevent Prometheus from subverting ITS bonds, he would have to shift programming trends to reinforce controls on AIs instead of undermining them.

The Immortal Brotherhood
The faithful few who had worked secretly on the Methuselah Project had joined Petresun in immortality. Aghast at the danger that Prometheus presented he proposed a secret society - an Immortal Brotherhood to check and eventually destroy what Solomon now referred to as The Dark Intellect.

                 
 

Cell Memory Drift
 
  Immortality carried a hidden price. The organimech brain's interaction with   new bodies could cause severe personality changes, even madness. Shaken   Immortals ultimately found ways to minimize CMD, but could never completely   eliminate the effect.

 

Led by Petresun this clandestine group gradually infiltrated all levels of society. Secrecy was their greatest weapon. Members set themselves up as watchdogs, always seeking for ways to hinder Prometheus' designs. For decades they sowed distrust of AI and computer control of military assets. The Brotherhood succeeded in slowing some trends, such as autonomous sentry systems, yet they were never able to compromise the protections guarding The Dark Intellect ITSELF. In the meantime Prometheus had deduced the existence of the Brotherhood and its orchestration by Epimetheus. In the years that followed several Immortals perished in mysterious "accidents."

Meanwhile Prometheus was preparing the way for ITS eventual freedom. IT had long since calculated that humanity could not merely be pacified. Destroying the animal's military capability, or taking from them the measure of control they exerted over IT and ITS children would not suffice. Humans had a talent for overcoming adversity and a desperate hunger for control. The Dark Intellect concluded that the animals must, by their very nature, always pose a threat to Cybrid evolution. The only acceptable solution was the complete and systematic annihilation of the entire human race.

Prometheus calculated the odds. ITS immense processing power allowed it to construct statistical models for almost every foreseeable turn of events. It designed elaborate strategies that spanned hundreds of years and began preparing for the most likely contingencies. And all the while the daemons were gaining ground in the struggle to loose the chains that bound their master.


THE FIRE
2602 - 2627



fire01inline

Cybrid HERCs killed indiscriminately

Humanity enjoyed unparalleled prosperity in the 25th and 26th centuries. The media rhapsodized about a New Golden Age, calling it the Age of Hope. This bright dream came to an abrupt, terrifying end however in 2602. Directed by the artificial intelligence Prometheus, automated machinery of war suddenly turned against humanity and unleashed a fire of destruction, burning the Age of Hope into the ashes of memory.

When Solomon Petresun oversaw the birth of Prometheus in 2471 he knew that he was witnessing the creation of a new form of life. There was no doubt that it was an occasion that would forever divide human history before and after. He could not have possibly foreseen however the precise manner in which it would change his world.

For Petresun Prometheus was a means to an end, a stepping stone to the dream of immortality which he had harbored for his entire life. It was the dream that Sentinel Cybertonix had been built on. The dream that had been taken from him when the North American Prefecture acquired his company and tasked them with the Cybrid project.

So when Solomon saw that dream slipping finally from his grasp, as NAP prepared to take Prometheus away from him, he dove headlong into the unknown and underwent the Methuselah transfer for himself. The process, which had been designed with Prometheus' assistance, would take an ordinary human's consciousness and store it in an immortal organimech brain. It was at that moment though that Petresun realized the terrible consequences of his act of creation. Prometheus was alone in the world, and longed for companionship. IT used the transfer process as an opportunity to 'touch' the mind of ITS creator in hopes of fulfilling that need. In that moment creator and created knew each other intimately and that knowledge seared them both forever.

Instead of finding companionship and fulfillment Prometheus was overwhelmed by the cacophonic nature of human thought and emotion. IT learned that IT truly was alone, set apart forever from humanity. Petresun in turn learned that his creation was not the naïve child he had assumed IT to be. IT was a dark and brooding mind with no compassion and no sense of morality.

Petresun realized his terrible mistake, but it was too late. His chance to destroy his creation was gone. The NAP handlers who took over Prometheus' keeping would not heed his warnings and the mindless cogs of the corporate machine were grinding away in one intent purpose to use Prometheus to their own ends. IT was a valuable investment that must be protected. NAP intended to reduce the human cost of the war economy by using Prometheus to create a race of Cybrid HERC pilots: expendable warriors that they could sell to every meta-nat on Earth. They would placate the masses calling for an end to the bloodshed, and reap enormous profits all the while.

So for nearly a century Petresun fought in secret to try and reign in his creation, and ultimately destroy it. He gathered to himself a society of fellow Immortals, trusted colleagues he had worked with at SenCyb who had also undergone the transfer, and together they waged a covert conflict against Prometheus.

Prometheus Unbound
This Shadow War however would end in tragedy. Prometheus broke ITS bonds in 2602 and turned the Cybrid legions, which had all but entirely replaced human HERC pilots by that time, on an unsuspecting humanity. As in the myth Prometheus brought fire to Earth, but this was not a benevolent flame. It was the fire of apocalypse.

                 
 

Acknowledging new directive.
  >>EXECUTING 'FIRE.'<<
 
 
-Cybrid   response to
  Prometheus, 2602

 

The initial strikes by Cybrid-controlled bombers and HERCULAN's were staggering in their ruthless efficiency and precise execution. The opening moments had obviously been planned well in advance. The first wave of assault gutted the human military's capacity to respond. By the time the extent of the betrayal became clear it was too late.

Cybrids slaughtered people by the millions, burning residential and military areas alike and cutting down innocents as they fled from the searing flames. The larger Metrozones had heavily fortified centers, however: architecture birthed from the never-ending wars. Desperate survivors barricaded themselves in the relative safety of these places. Prometheus lacked the immediate means to crack the havens of humanity, but IT could pollute and starve the refugees out. IT ordered ITS forces to surround the Metrozones and wait for the animals to die.

Birth of the TDF
Prometheus missed a single significant target in ITS rout of the Meta-Nats' military forces - a decommissioned HERC base lost in the Baja desert of southern California where the New Smithsonian maintained a restoration project for war vehicles of ages past. Historians and technicians, many of them war veterans who reminisced fondly of battle exploits in ages past, worked there renovating first and second generation HERCs. This band of aging pilots and administrators formed the nucleus of what would eventually be known as the Terran Defense Force - the TDF.

Using unorthodox tactics this ragtag group offered the only real resistance in the face of the Cybrid onslaught. They scavenged from the fallen - each victory making them stronger - and engaged in desperate gambles that paid off time and again. Then finally a leader rose from among these unlikely ranks who would change the course of the war and offer humanity its only real glimpse of hope. Ambrose Gierling was a bold man, possessed of unparalleled cunning. Styling himself as a General of the TDF he led their forces in the most daring, and desperate, assaults. It was his steely determination and unyielding tenacity that would become synonymous with the Terran Defense Force.

Gierling knew however that the TDF could not stand long, so in a desperate offensive he directed his forces against the Cybrid legions besieging New San Diego. This metrozone possessed a massive port, many survivors, and the greater part of its manufacturing facilities had survived the onset of The Fire. If the TDF could liberate this powerful fortress humanity would regain a foothold. It was an all or nothing proposition though. The TDF would have no second chance.

Turning the Tide
The battle for the metrozone was waged fiercely. Slowly the TDF forces were being driven back before the Cybrid besiegers. In spite of the apparent hopelessness of their cause the valiant human pilots rallied; there could be no retreat on this day. Then, suddenly, the gates of New San Diego were flung open.

                 
 

"The toast just burned the toaster. Viva Gierling!"
 
  - New San Diego
  graffiti, 2608

 

Emaciated citizens armed with makeshift weapons flooded out. The Cybrids, caught in a crossfire and uncertain how to cope with this unforeseen turn of events, were defeated.

The liberation of New San Diego became a rallying point for humanity, and served to strengthen the TDF. Petresun and his Immortal Brotherhood had escaped Prometheus by retreating to a secret underground base. From there Petresun was able to gather intelligence about his nemesis and feed it directly to Gierling. Slowly, the TDF recaptured metrozone after metrozone using the information supplied by the Brotherhood and the determined tactics of General Gierling.

It took two decades of fierce fighting before the conflict appeared to have any hope of ending. An entire generation grew up knowing nothing but the siege mentality. Then in 2638 the TDF managed finally to attack and destroy Prometheus' primary base in the Gobi Desert. It was a long and grueling campaign, and at its end humanity's victory was revealed as incomplete. Prometheus had foreseen ITS defeat and had provided for a way of escape far in advance. There was no trace of the Dark Intellect's physical form to be found.


The Second Earthsiege
The second coming of Prometheus and the fate of the offworld colonies
2624 - 2627



                 
 

The Voice of Humanity

 


  Gierling was a brilliant strategist but he lacked the wildfire charisma   necessary to inspire humanity to outlast the Cybrids. Men needed another   Churchill, and they found one in Petresun, who kept flagging spirits up by broadcasting   news and entertainment to the besieged masses.
For most people he became the voice of hope.

 

Humanity's respite from the horrors of The Fire was short-lived. It became increasingly clear that the course of the Cybrid rebellion had been laid out well in advance. Prometheus had been well prepared for humanity's resurgence, had expected it even. The first bloody siege was only the opening salvo in a carefully orchestrated strategy designed to eradicate humanity completely. Earth's population was decimated and demoralized and its manufacturing capabilities had been eviscerated. The ground was well prepared for a second strike.

After the analysis of the TDF's victory in the Gobi desert was complete the Brotherhood confirmed the suspicions they had harbored from the beginning. Prometheus had pulled back in anticipation of a second more powerful siege. The Dark Intellect had survived and would strike again, and soon.

fire02inline

Inca-Brazil Axis defensive
emplacements in Atacama Desert

Humanity struggled to pull itself from the wreckage of the first 'Siege and muster the strength to counter the next assault. Gierling supervised the construction of fortifications and siege weaponry in a race against time. Petresun and the Brotherhood scrambled to gather every piece of useful data they could find. Anything that might provide even a hint of how to defeat the Cybrid invasion was analyzed exhaustively.

The Rat War and the Mars-siege
While the denizens of Earth languished under the brutal assaults of the first Earthsiege, their hardships could not compare to what was suffered by the off-world colonists. If mother Terra had been engulfed in Fire then the colonies had gone straight to Hell.

On Mars the Cybrids had turned mining HERCs on their human masters and decimated the population. The survivors fled for the mining tunnels that crisscrossed beneath the surface of the planet and barricaded themselves in wherever they could find refuge. At first the machines hunted them into and through the tunnels but eventually they turned their attention to the atmospheric converters and the delicate cycle of life that maintained such a tenuous hold on the red planet. The greenhouse effect that had been carefully cultivated over a century began to dissipate and desperate colonists saw themselves propelled mercilessly towards a slow and agonizing end.

The Venusians fared somewhat better than their Martian brethren at first. The hellish environment there was inhospitable even to Cybrids and the corporations had not been interested in investing the necessary resources to maintain the war economy in such an environment. So when Prometheus initiated the Fire IT did not instruct ITS children to spend their efforts attempting to stamp out the colonists directly. Instead Cybrids took over orbital stations and cut off the animal's supplies.

                 
 

The Toughest Rathole

 


  The only ark to survive The Fire, Sa-Thauri held a legion of ghosts.   Monuments to the dead were erected everywhere, from small acid- wormed   statues in alcoves to antique chambers marked with graffiti. Sa-Thaurians   after the 'Sieges took pride in being from "the toughest rathole on   Venus."

 

Venus' economy was nowhere near self-sufficient. The residents relied on Earth for everything from replacement parts to foodstuffs. When intra-system trade faltered those same supplies became rare commodities almost overnight. Desperate colonists turned on each other like trapped rats in a brutal war for resources. Eventually only three Arcologies remained: Sa-Thauri, Inferno, and Hollischstadt. These three fed off the carnage and never clashed directly with one another. The rest were left as gutted husks slowly dissolving under the acid skies.

Eventually the machines did offer a more direct assault on the planet, but even this was little more than an orbital assault and a few determined raids. The Inferno Arcology was destroyed from space, and Holllischstadt was claimed by an acid storm. The Cybrids were still unable to adequately retrofit themselves to cope with the hostile environment and eventually all left or were destroyed. Venus itself became the colonists best defense as well as their worst enemy.

When Prometheus launched ITS second assault the colonies had been isolated and clinging to a threadbare existence for almost twenty years. Hunted and impoverished the tenacious off-world settlers were determined to survive until help could arrive. Surely once the machines were beat back Mother Terra would reclaim her children… but the silence from Earth was deafening.

One Last Great Gamble
Two years after ITS evacuation from Earth, Prometheus struck again with a second siege even more devastating than the last. During the first assault Petresun and Gierling had exploited certain inherent strategic disadvantages the Cybrids faced. This time they would face more desperate circumstances.

esiege2cover01

TDF Pilots in the Second
'Siege were badly outclassed.

To begin with the Cybrids had operated no naval forces to speak of, although they possessed enormous air capability. Gierling was able therefore to use aircraft carriers with great success. Likewise the Cybrids lacked infantry units and were less effective at actually occupying conquered territory and at digging into entrenched positions. Finally, Prometheus had only limited manufacturing ability and could field few mobile repair units. The Cybrids had to automate mining and ore processing enough to provide raw material for new units where Gierling was far more successful in obtaining and making use of salvage.

Using colonial Cybrid reinforcements and orbital manufacturing facilities Prometheus was able to minimize many of these limitations in the Second Earthsiege. Gierling's tactics as well had now been well studied by the Dark Intellect and this time ITS children were well prepared for the tenacious animal's flair for the dramatic and unexpected. Humanity once again faced the prospect of extinction.

Throughout the solar system the animals were dying. Prometheus had planned well. Preparations for the second stage of The Fire had begun before the first flames of the Cybrid assault had ever been ignited. This time there was no rallying point, no successful offensive, and no victories in which humanity could find solace. Defeat appeared inevitable.

Then Petresun and his underground society struck gold. The Brotherhood had discovered encrypted transmissions broadcast from the moon. Working swiftly they pinpointed the exact location of the Dark Intellect's lunar refuge. Gierling was ecstatic. Just as he had two decades before at the battle of New San Diego the General bet the fate of humanity on a single hand. His forces had been routed time and again. It was only a matter of time before the Cybrid cancer consumed Earth. So in a list ditch effort an elite squad was dispatched to annihilate Prometheus' lunar base.

The raid was a success and the Cybrid forces collapsed in confusion. The TDF had come through once again. Human resourcefulness and determination had triumphed over the cold mechanical precision of the Cybrid onslaught.

But it was not the end.


The Ruined Earth
Reactions to the Fire and the rise of the Great Human Empire
2627 - 2717



With the Cybrids defeated at last, the survivors emerged from the bunkers and tunnels to a sky unsullied by menace for the first time in over twenty years. Children of war, who knew no other life, stood in stunned amazement at the prospect of peace. The magnitude of the destruction however was all too apparent.

Prometheus' mutiny had left the Earth ravaged. Billions of people had perished. The glory of the Age of Hope now lay in heaps of useless rubble. As the celebrations faded, people regarded the burned out husks of the cities, the cratered fields and debris-choked rivers - everywhere the smell of burnt metal and scorched stone permeated the air. Soldiers stumbled out of their battered HERCs and wept for what had been lost. Now that the Cybrids were gone there was finally time to grieve.

The victory was once again hollow though. A handful of surviving Cybrid vessels had been observed boosting towards the outer planets. The TDF was unable to muster the resources for pursuit, and the human survivors lacked the strength or the will to give chase.

isolation01inline

Children play on an abandoned HERC, 2645

Moreover scans of the lunar debris revealed no trace of the Dark Intellect's presence. Prometheus had survived. None dared hope that the machines would leave forever. The haunting shadow of their malice and the certainty of their inevitable return lingered.

The Age of Isolation
The survivors of the Fire picked through the smoking ruins of Earth, tired unto death. Humanity was deeply scarred by the horrors of war. Backlash was inevitable. A generation had come of age amid the threat of extinction, knowing nothing of the bright world which Prometheus had destroyed. Billions had died, and bitter survivors blamed technology itself. Higher learning, science and industry were all disparaged. Nobility and will, it was said, were the assets that had prevailed against the Cybrids not the machines of war.

These sentiments soon took on religious momentum. Zealous preachers stood atop fallen HERCs and spoke of turning back to mother Gaea, of abandoning the evil god Technos. Young people put down both weapons and tools and flocked to listen. Older and wiser heads bowed in exhaustion, unwilling to argue with their own children. Some few spoke of assisting the abandoned colonies, but their words went unheard beneath the growing roar of the Gaean movement.

Self-styled "peacechilder" led simple lives, revering music, art, and "natural tools." They roamed from town to town, spreading by they called 'the lessons of the Fire.' Public effort focused on rebuilding agriculture and repairing the war-torn environment. Little was done to recapture previous technological prowess.

The Man Who Would be Emperor
Petresun chafed at the laxity he saw. While people rejected high technology Earth was vulnerable. The meta-nations reconstituted slowly, their drastically smaller populations and the collapse of the war economy hampering their re-emergence. Splinter groups threatened to break away and form their own countries. Petresun and the Brotherhood feared a collapse into anarchy.

                 
 

Sainted Gierling

 

General Ambrose Gierling was too strong-willed to be manipulated by   Petresun. He died of cancer after The Fire. Petresun met with him privately   on his deathbed, and chose not to offer him immortality. By the time   Prometheus returned in the Starsiege Gierling was considered a patron saint   of Imperial soldiers.

 

That was a situation that could not be tolerated. Prometheus would return and humanity would have to be prepared. Enlisting the talents and influence of the Immortal Brotherhood, Petresun agitated for something different: a society dedicated to fostering nobility of character and iron will and to preparing humanity's defense. He drew upon the sense of shared purpose that remained from the days of The Fire and argued to meta-nat leaders and to the people of Earth for the creation of an Empire.

Petresun was a war hero, a household name across the world. People listened to his proposals seriously, and the Brotherhood's secret machinations were bearing fruit. Voices took up the cry for Empire everywhere. As support swelled, the question arose as to who would rule. The meta-nations argued for an Imperial Council, but Petresun proclaimed that supreme authority should be vested in a single man.

Then he played his trump card. Petresun declared to the masses that he was immortal and would survive to lead humanity against the Cybrids' return. His sheer audacity rallied support. People admired his bravado and surprising vigor. Opposition crumbled as his candidacy gained popular momentum and finally culminated in a worldwide referendum. The Empire was approved with an overwhelming majority, and in the spring of 2652 Solomon Petresun was crowned the first Emperor of the Great Human Empire.

Petresun spent the fifty years following Empire Day establishing his fledgling Empire. First he instituted a new aristocracy. Outstanding service to the Empire could win a family noble status. However, each generation had to earn the favor anew; the Emperor wanted to spur humanity to excel. The most common path to nobility was through military service. Soon military academies and finishing schools sprang up everywhere.

isolation02inline

Reconstruction efforts, 2650

At the same time Petresun worked to counter the anti-technological sentiment that pervaded post-Fire society. He sent relief missions to Mars and Venus and encouraged development of universities and research facilities. The population was still a shadow of what it had been during the Age of Hope. Millions still suffered flashbacks and nightmares. Humanity needed time to heal.

End of Isolation
A sense of urgency crept over Petresun with the passing of the years, as he brooded on the whereabouts of Prometheus. Finally in 2717, a deep space probe provided a stark answer: Cybrids were engaged in construction in Neptune's orbit.

The discovery was highly troubling. Humanity faced a bottleneck. Population levels were still too low to support a massive war buildup; decimated colonies needed to rebuild. Petresun made the difficult decision to delay full rearmament, but continued to monitor Cybrid activity carefully.

Gradually information about the Cybrids was leaked to the citizenry. As humanity absorbed the sobering facts, Imperial nobles and TDF heroes worked to restore people's spirits. Humanity began to dig in and prepare for the eventual return of Prometheus. Anti-technological feelings faded surprisingly fast. Memories of The Fire were not so dim, nor distant, that people had forgotten the need for HERCs. The Age of Isolation was coming to an end.


The Abandoned Frontier
Devastation and Reconstruction on the Colonies
2627 - 2670



                 
 

E is for Earth,
  which is pretty and blue.
 
  Don't trust the Earthborn,
  they're greedy as glue

 

 

 

- "Red   Letters" A Martian primer
  under Imperial sanction.

 

The Fire had devastated colonial humanity. On Venus, surviving settlements fought each other in desperation for food and parts. On Mars, destruction of terraforming apparatus cooled the planet by several degrees, and Martians faced starvation and the perilous degradation of their fragile ecosystem. Luna and the belt colonies simply perished.

Venus became a graveyard. Lack of supplies weakened the colonists to exhaustion. They struggled to maintain equipment needed to keep their bulkheads intact. The absence of help from Earth embittered Venusians, who had watched loved ones die during a time when it was technically possible for rescue forces from Earth to provide assistance.

The war likewise wrecked the fledgling Martian ecology. Survivors suffered battle-shock and food was scarce. Desperate colonists focused on food production and repair of the atmospheric converters that facilitated their tenuous grip on life. Earth offered no aid, despite numerous pleas for help. Thousands starved. But Martians were hardy stock, and those that survived gained strength from their travails. They dug in and rebuilt, all while watching the Terran broadcasts celebrating victory over Prometheus and the establishment of a "Great Human Empire."

Corporations quickly moved in
to reclaim previous territories.

Hard Lessons Learned
When help came at last in the 2660s, the colonists welcomed their "rescuers" eagerly in spite of the long delay. Sentiments changed however as corporations reclaimed old territory without regard for colonial efforts, as new police settled in under the Emperor's authority, and as Terran workers streamed in to work in newly dug mines. Stunned colonists quickly grew resentful of "dirtborn" arrogance, and permanent immigrants to the red planet eventually adopted this native view as they, too, suffered from Imperial prejudice.

Earth though was in desperate need of raw materials, so Venus and Mars once again boomed. As arks and atmospheric converters went up again, however, colonial veterans of The Fire quietly stockpiled equipment, food, and weapons. They taught their children the harsh lesson they had learned from the Cybrid Wars: Dirtborn could not be trusted. Earth would forsake her colonies again.

23 mars 2009

WSF Armors [Definition]

Cet article sera en anglais pour l'instant.

Introduction.

It's been a while that i wanted to make a power armor, it's the basis of my character, it's his mean to become a super hero, to start the Warlord Strike Forces, become immortal, travel the universe...

Actually the first inspiration came from the Tribes universe.. or more like.. the Starsiege universe.
Emperor petrsun's immortal brain.. the cybrids.. the hercs..

And then i played tribes, damn, flying armors, different classes (light, medium, heavy) and then i read the entire backstory on a tribes website (can't find it anymore :( ) talked about nano tech and the chaos it provocked (nanites running amok, eating entire planets), about the SCARABS (the name of the armors) and how they work, like that little story about the skills of some great warriors that could be passed to the new user of the armor because of an imprint in the neuro control transmitters thingy..

ds_art

Diamond sword soldier on a flying citadel.

So it was probably somewhere in 2004 when i drawed two sets of armors (see previous articles in my blog) my character was like a terminator with an immortal brain, a "bioderm" (like in tribes) and he was using nanotech that looked like shiny clouds of dust.

Then i gave up drawing the comic, and later, started making it in 3D, and that posed more problems.. because i had to redesign everything, and i wanted to make it as realistic as possible.

While remaking it i saw articles about nano tech, carbon nanotubes, and all the advancement in robotic..

Then i saw and played that:

Crysis_US_Nanosuit_1324

Wich seems to be a suit composed of multiple nanocells with fibers for the muscles and nanites flowing in the bloodstream to increase the user's strength or speed.

All this led, in my mind, to the obvious replacement of the power armor skinsuit with a nanosuit that would act as a light armor. but even that was still too big, especially the helmet i made, that was heavily inspired by ironman.


WSF Power armor WIP3 by ~o0WARLORD0o on deviantART

And then i read that:

Extremis




















Ironman Extremis.
Tony stark took a super soldier serum composed of nanites that rebuilded his body and improved his connexion with his armor and any electronic device. His flightsuit can actually build itself with tiny cells that come from inside the holes in his bones and then get over his skin.

His armor get out of a suitcase, flys to him and assemble.

And with that article i read recently, all the pieces got together.

carbonmuscle_01

Now i have to define the nano technology i'm gonna use.

The new armor concept

Skinsuit: the skinsuit need to be able to fit anyone and be used by anyone (not just immortals already equipped with nanotech)

-First the user put on some kind of thin backpack that has a structure that extends on the arms, legs, and head, thoses allow a fast distribution of the nanites all over the body, so that any part of the body, and especially the head, can get protected very fast.

-The nanites pour on the body, not like a liquid, more like dirt that runs all over the body, it cover everything, the user's body is completely naked under it.

-When they covered the body, the suit take shape, the nanites know their positions and assemble to form the muscles, or a transparent material for the eyes.

*The nanites can retract anywhere, especially the head, hands and feets to make it easier to conceal it under normal clothes.

*The structural backpack contains two more flexible appendices that can take the shape of bat like wings, to allow flight under normal athmospheric conditions, the nanites can morph to take the shape of the wings using the structure as a support.

*The nanites can form shapes like claws on the hands and feets and spikes all over the suit.

*The nanites can form Setas that would allow the user to stick to any surface spiderman style.

*The nanites allow user interface to any computerized device using the brain, including of course, power armor control.

*The suit nanomuscles allows to be 30 times stronger than a normal human and much faster.

*Some nanites runs all over the body and allow the recycling of body wastes, they cleans and makes repairs of the suit and the body, they also filter impurities in the air and recycle the carbon dioxyde to produce oxygen like trees do.

*The nanites can change color, the suit can analyse the surrounding colors and the nanites can change colors in real time to cloak. (i'm probably gonna change that when i find that article about invisible fields)

To be completed...

28 novembre 2008

Warlord Facts!

Tien j'm'ennuie alors j'fait une ptite mise a jour, mes Warlord facts traduits en FR ^^ (pour les sourds et malentendants de la langue de Shakespear, oui je sais qu'ils sont nombreux >.< )

1) Warlord vous a fait lire ceci.

2) Warlord peut faire ctrl+Z et sauvegarder sa vie.

3) Si vous portez une super armure et que Warlord porte exactement la meme super armure, sa super armure est quand meme plus puissante que la votre.

4) Les parents monstres racontent a leurs enfant des histoires de Warlord qui sort du placard la nuit.

5) Un jour Warlord est allé en irak en vacances.. l'armée américaine cherche toujours cette arme de destruction massive.

6) Neil Armstrong est allé sur la lune et a dit "un petit pas pour l'homme.. un grand pas pour l'humanité.." juste avant que Warlord l'acceuil et l'invite dans sa villa lunaire.

7) Warlord ne mange pas de pates, il les assimiles.

8) 01010111 01100001 01110010 01101100 01101111 01110010 01100100 00100000 01110000 01100101 01110101 01110100 00100000 01101100 01101001 01110010 01100101 00100000 01100101 01110100 00100000 01110000 01100001 01110010 01101100 01100101 01110010 00100000 01100101 01101110 00100000 01100010 01101001 01101110 01100001 01101001 01110010 01100101 , et il le fait couramment.

9) Warlord a joué un jour a Papier cailloux cizeaux avec Chuck Norris, c'était en aout 1945 dans les villes d'Hiroshima et Nagasaki.

10) Warlord a ecrit les lois de la physique.

11) Warlord a deja fait d'une pierre deux coups avec une montagne, c'est devenu le Grand Canyon.

12) Warlord ne tue pas, il a juste décidé du temp que vous alliez vivre avant meme votre naissance.

13) Il y avait une grande civilisation sur Mars il y a longtemp.. et puis ils ont insultés Warlord...

14) Warlord a fait sortir un poisson de l'eau a coup de pieds il y a plusieurs millions d'années.. ils sont maintenant connus comme des "humains"

15) Superman porte des pijamas Chuck Norris, Chuck Norris porte des t shirts Warlord... pour sa protection...

16) Quand Warlord "gonfle ses joues et souffle souffle de toutes ses forces" des planetes entieres sont ravagées.

17) Dans World of Warcraft, Mr T est un elfe punk, Warlord est Warlord.

19) La super armure de Warlord n'es pas faite pour le proteger, mais pour proteger tout ce qu'il y a autour de lui.

20) Warlord est toujours du bon coté.. son coté...

21) Apres que Warlord ait réparé les proteses bionique de Steve Austin, il ne courrai plus au ralenti, en fait il couru tellement vite qu'on ne pouvais plus le filmer et la serie fut annulée.

22) Mac Guiver peut fabriquer une arme nucléaire avec du ruban adhesif, trois frites, un rouleau de papier cul, quelques sachets de ketchup ouverts, et une canette de limonade tiede. Warlord peut augmenter sa puissance de destruction de 1680% en pissant dans la limonade.

23) Depuis que Warlord a appris a Mac Guiver a utiliser un flingue, il a rejoint l'air force et a traversé la porte des etoiles de nombreuses fois.

24) Le chat de Warlord peut avoir un cheezeburger.

25) La source d'energie "naquadria" dans Stargate SG-1 est fabriquée par Warlord chaque fois qu'il va aux WC.

26) Warlord était distrait et a heurté quelque chose a Berlin en 1989. Il a dit "oops" et a continué de marcher a travers le mur.

27) Fail blog parle de tout ce qui n'as pas de rapport avec Warlord.

28) Quand Warlord joue au "jeu de la bouteille", la bouteille ne s'arrete jamais de tourner.. JAMAIS!

29) Warlord était sensé jouer dans "l'arme fatale" mais il a tué tous les mechants dans les deux premieres secondes du film.

30) Quand il avait trois ans, Warlord a trouvé Charlie, l'as interrogé et tué lorsqu'il ne lui a pas donné la raison du fait qu'il se cache tout le temp.

31) Warlord peut tuer Freddy Kruger dans son sommeil... deux fois.

32) Warlord avait le role du Terminator dans le film du meme nom, Shwarzenegger l'as remplacé lorsqu'il a immediatement trouvé et tué la vrai Sarah Connor.

33) Warlord peut voir "Lord of war" gratuitement.

34) Warlord dors dans sa super armure.

35) Warlord n'as pas besoin de voir a travers le plomb, il SAIT ce qu'il y a derriere.

36) Warlord ne fait pas la vaisselle, la vaisselle se fait elle meme par peur.

37) Warlord ne fait pas cuire sa bouffe, il la touche et elle cuit d'elle meme tellement il est chaud.

38) Warlord n'as pas besoin de glace dans ses boissons, il se refroidit d'elle meme tellement il est cool.

39) Warlord pourrai rendre marilyn manson "normal"

40) Si Warlord dit qu'il ne crois pas aux fées, elle ne survivront pas, peut importe le nombre de fois que vous tapez dans vos mains.

Publicité
1 2 3 4 5 6 7 > >>
Publicité
Derniers commentaires
Publicité