Unity
The Unity once spanned the system, with colonies on every world. Possessed of, to modern eyes, magical technologies that defy explanation, the Unity was unassailable from without, so it fell to corruption from within. None now living know the cause of the civil war, but the devastation it unleashed is still visible across the system and written into the very genes of the 'kind and his companion species. Fallen to ruin after centuries of warfare, it has taken a millennia for 'kind to crawl from the wreckage of the empires fall and build new societies in the depths of space and across the surface of the rocky worlds of the system.
Zeus Republic
Spread across the Zeus sub-system of the systems largest gas giant and its dozens of moon consorts, the Zeus republic brings its Pax Zeus into the Cronus, Triton and Ouranos sub-systems. Growing from the city state of Olympus on the icy moon of Ganymedes, it was shielded from the wrath of Zeus by ancient Unity mag-shielding and terraforming efforts. Through a mix of diplomacy, political marriage and outright coercion, the Olympians claimed the entirety of Zeus, and with their fellow Zeusians, built a senatorial republic that has weathered many trials and brought much prosperity to the outer system.
To serve as an electable official in Zeus, vote, or have offspring, one must first serve a term in the civil service. This can be in almost any department based on an individuals education and predilections, from healthcare to warfare. Even working on civil construction and maintenance departments is enough to qualify. The Republic has a strong bias towards military achievement, however, and one seeking to advance quickly despite low birth would be best served by joining the military.
While the republic claims to be egalitarian, two dozen noble familia hold a great deal of economic and political power throughout the republic. Many of these families descend from the old rulers of independent city states, now firmly part of the Zeus Republic. Others are merchant houses with great wealth and influence, while others are old officer families with long and storied military histories. A few are even Crow Houses, who reliably produce Crows to pilot hereditary Cores of great power and strength.
The Republic is controlled by a Senate, which is voted into power on strict rules that prevent the formation of power blocks (in theory). Each senator represents exactly 1,000,000 citizens, and it is no coincidence that each of the five Legions of the Republican Army holds a million servicemen, allowing even those men and women who have not yet earned the right to vote to elect an officer to represent the Legion in the senate.
To prevent deadlock, the Senate elect two non-senators to the role of Consul, executives with sweeping powers who can break political deadlocks and command civil servants directly in crisis. A further post, Dictator, exists and can be ratified in a national crisis. All consuls must have sat, at least once, as a senator, and held an officer rank in the civil service, and served in the military. Dictators are more commonly selected from an unexpected source, and great weight is placed on them to bring unconventional and even unpopular solutions to bear on a crisis to see it resolved. All Dictators step down after a two cradle year period, and some have even committed suicide to spare their families and their nation controversy. The Senate and Consular Guard are elite regiments separate from the mighty legions, but are held as loyal to the state over their charges by design and ethos. A further military unit, the Dictator Guard, is formed adhoc to be the elite sword of a Dictator, loyal only to them. However, at the end of the two year period, they will either see their Dictator step down, or execute them.
Culturally, The Zeusians favour strongly flavoured, spicy food, fast and loud music, and very strong alcohol. They have a great love of their passions, and recreational drug use is not frowned upon as long as the user does not fall prey to weakness or vice. They enjoy plays, political debate and martial competition at all levels. Marriages are not monogamous in the upper classes or the familia, as they are viewed as political arrangements designed to create long-lasting partnerships in business or politics, bringing familia together to work on a single goal, and so the partners are expected to find their pleasures elsewhere, as long as it does not interfere with the working relationship of the marriage. Often times marriage is pursued between the opposite sexes, but marriage between two men or two women is not unknown, and with access to expensive technologies from the Unity, it is possible to bring forth viable children from such unions.
Among the lower classes, marriage is more commonly along romantic lines, but some do aspire to the higher principles of their betters. In all things, the Zeusians are said to mirror the great spinning orb of Zeus, beautiful to behold, with depthless strength under the surface.
Addenda - Cronus, the graceful giant
The Cronus sub-system is dominated by Cronus, the ring bearer. Cronus is surrounded by a spectacular ring system, the greatest of the system, and is orbited by dozens of moons. Titan is its largest, a moon with a greater mass than Hermes, a true planet, and is the seat of its local government. Compared to the manic energy of Zeus, the Cronus system is a sleepy place, which tends to the vast solar reflectors needed to turn the icy moons of Tethys and Enceladus into the breadbasket of the outer system. The endless icy oceans produce a vast bounty of krill, that feeds a transplanted ecology from the depths of Cradles bountiful oceans.
In the rest of the system, the Cronites are viewed as somewhat backwards and fearful, the hick farmers of the system. However, they are in fact a people that favour patience, peace, privacy, family ties and hard work, and they value technical expertise highly. You aren't an adult in the Cronus system until you have served a term on the solar farms, a vital civil service that keeps the colonies viable. In many ways, the Cronites are nearly the polar opposites of the Zeusians, and them joining the Zeusian Republic was something of a surprise to both parties. However, the Cronites are the people most often raided by the exiles and desperately needed a fleet and army they couldn't afford, while the Zeusians needed the rich resources of Cronus to feed a burgeoning population. A hundred and fifty years ago, the two sub-systems signed a mutual support pact, and very soon the Cronites became part of the Zeusian Republic, sending senators to represent their interests and even having a few consuls and generals to their name. They also, ironically, have the highest number of Dictators who have served (five to the Zeusians two) as their politicians are famously incorruptible, and have brought their fanatic work ethic to a Republic on the brink of disaster on several key occasions.
Culturally, the Cronites favour good, hearty staples in their food and lots of it, rather than wasting time on strong or exotic flavours. Leisure time is often spent reading, and the fantastical novel is very popular in the sub-system. Their music features lots of choral singing and chanting, and often features a chorus that can be taken up by a labour gang with much gusto (if not much skill). Weak beer is drunk universally by all ages rather than water, with harder liquors saved for rare celebrations. A private people, their relationships and families are their own, and they look down on the performative dramas and scandalous gossip mills of the Zeusians. Families often play boardgames together, with all families keeping a small library of well loved playing pieces to play family favourites. This is said to breed a certain tactical awareness in their soldiers, who are the backbone of the Zeus Republic Legions. Some elements of Zeussian culture has transferred to the larger cities on Titan. Mainly, this is food. The denizens of Titan tend to salt everything, to a degree that would make a Zeussian blanche, and this is apparently a local variant on the Zeussian penchant for spices.
Cronus has the largest population of 'lifts, with Ursidae making a home on its icy moons and Cephlapodia making a home in the many dark oceans that circle the gas giant.
Aresian League
The Aresian League dominates the surface of Ares, and the orbits of Phobos, Deimos and Enyo. A fractious collection of warring city states, Ares has the largest population of Crows, and was home to the Unity's main fleet and army bases, leaving truly staggering stockpiles of weapons ready to be found and used by would be successor states. This includes the jackpot find of cores, but any number of terrifying weapons of destruction have been found and then unleashed on the scarred surface of Ares.
Ares is the world that fell the hardest after the fall of the Unity. Its terraforming engines destroyed, its orbitals dropped, it reverted back to a hostile desert, but one not free of active peril. Animals that normally only kept to the most arid regions crowded out all competitors, and now the Aresian deserts are filled with deadly lizards, snakes and insects of all kinds. While it retains most of its atmosphere and transplanted water, its ecology is a twisted mess, made worse by the constant unleashing of bioweapons, nuclear devices and nano-weapons on its tormented surface.
The many city states of Ares are in constant contention, each battling for limited resources, trade rights, and territory. It has been this way since the fall of the Unity, and doesn't seem likely to change, as each sits on massive stockpiles of weapons, enough to slaughter their rivals. As such the warfare has simmered to a low but constant ebb of raids, objective strikes, assassinations and sponsored terrorism and dirty politics. Today's ally is tomorrows rival, while today's enemy is tomorrows best friend.
The one difference is in orbit. The three moons have each become vast orbital transfer yards for the produce of Aresian cities, the despatch of Aresian mercenaries in return for coin, and the hauling of loot. Controlled by the merciless and aloof Aresian Haulage Guild, Enyo is maintained as a freeport where anything can be found for a price, and even the Exiles are welcomed to trade. Each moonlet mounts enough weapons stolen, salvaged and welded into place to knock down a fleet, or obliterate any ground target, something the stations are happy to remind the cities states if they try to point weapons in their direction.
The Aresian city states survive, because each also possesses many of the fabrication machines used by the Unity to produce much of the lost tech that elevated it to power. Many of these machines only work intermittently, but they do work, and thus each city has enormous trade power. Some of the largest can even produce new Cores.
Aresian culture is as fractured as its people, but some universal trends exist. Soldiers are exalted and honoured, and they tend to be an insular people who hold their homes as sacrosanct. Many of the cities have cultures that are relics of ancient Cradle cultures, with diverse practices of dress, body modification, politics, religion, courtship and food preparation, which is just one more reason the city states will fight amongst themselves, as they all see themselves as the 'true' inheritors of Ares culture.
Ares has dozens of cities, but some of the dominant ones are discussed in brief below:
Hellas City
A city with delusions of grandeur, Hellas is a vast floating arcology that moves across the surface of the Hellas Ocean. Once a playground for the rich and decadent of the unity, its art-deco towers and sweeping broadwalks have been turned into a fortress, which extracts tribute from the lesser city states that ring the Hellas Ocean. Its people aspire to the same power and influence of the Zeusian Republic, but each time they attempt conquest, it slips through their fingers.
Ascraeus, Pavonis and Arsia
These three cities form an unstable alliance in the north, more a defensive pact, that has a solid hold on the Tarsis region. Metropolitan and outward looking by Aresian standards, they are quicker to trade than fight. Protected by a large corp of hired Crows, the three cities have a long standing relationship with the Zeusian league but have resisted overt attempts at integration. Proud, principled and cultured, the one argument between each of them is that each believes they were once the seat of Aresian government and should be again.
Elysium
Resting atop a vast shield volcano surrounded by shallow artic seas, Elysium has remained largely neutral in the conflicts of the other martian states, mainly because of its remote nature. Somewhat mysterious, it has strict codes on how to deal with outsiders, and a specialised intermediary caste who handle all diplomacy.
Utopia
This sprawling complex of domes rests under the Planatia ocean, and has been out of contact since the fall of the Unity. Any who approach are attacked by powerful automated defenses, and rumour has it, Cores designed for underwater operation.
Claritas
Occasionally called the 'Engine of War', Claritas spreads across the ranges south of Tarsis. Its forges and foundries churn out weapons of all types, and it sells to anyone and everyone. It has ambitions of empire, and seeks to other throw the other Tarsis region cities and claim the freshwater cities on the coast of the Argyre. It has apparently made overtures to the Abberant King towards this end.
Cradle Empire
Cradle
The Cradle was devastated by the fall of the Unity, with the many cities of earth seeking independence and turning on their rivals to be free. Centuries of war saw the Cradle revert to a lawless wasteland, but eventually, one man rose to power. Called the Aberrant King, he was a Crow with a strange desire for a man of his breed – to rebuild the Unity, starting with the Cradle.
Cradle itself was much restored from the dark ages that preceded the Unity. Vast public works saw it reseeded with bountiful life from recorded samples, its cities condensed and consolidated into vast arcologies that left much of the world untamed. It was these arcologies that suffered in the anarchy of the Unity's fall, and its peoples died by the multi-million trying to live in the re-wilded landscape of the cradle, falling to predators and disease as they escaped cities falling to famine and war. Each arcology became a deserted ruin, and its survivors were split into city dwelling scavenger tribes and nomads wandering the increasingly unmanaged Cradle wilderness.
Hundreds of years passed, and slowly the Arcologies were reborn as independent kingdoms. Scavengers from across the System, but especially Ares and Zeus, would travel to cradle to find lostech remnants or records pointing to military caches, and these Scavengers would often hire the natives as a brute labour force, guides or guards. The most valuable thing the Scavengers brought was knowledge, allowing the natives of Cradle to rebuild their cities and tap into the wealth of resources all around them. Slowly, petty kings gave way to functioning governments, which controlled the city states that grew through the arcologies. Trade was managed by the tribal caravans, and Cradle became at least a shadow of its former glory, even as it was riven by bickering, trade wars, proxy conflicts fought using pauper kingdoms and mercenaries, and the occasional full blown, no-holds-barred slug fest between Arcologies.
This process has been either accelerated or interrupted by the Abberant King, depending on who you ask. This middle aged man found an obscenely powerful Core, perhaps the most powerful of its kind ever built, and bonded with it. His late age for a Crow did not seem to be a hindrance, and he was quickly able to overtake his home Arcology of Albion by conquest, leading a military coup. He then turned his might and surprising political acumen to conquering the entirety of Cradle, an effort that took over a decade.
He then turned to Selene, Aphrodite and Hermes. The rise of the Abberant King has caused the various militaries of Cradle to unify and standardise, and for all Cradle-born Crows to be brought into the fold and under direct military command. Many Crows fled the Cradle and the expanding borders of the Cradle Empire, eager to cling to their way of life.
Selene
The consort of Cradle, Selene is a barren and airless rock that orbits Cradle and was the first other world visited by the 'Kind. The Selenites stood apart from the carnage and destruction that followed the Unity, as there's was a technological culture that had long eschewed conflict as simply too dangerous. The Ring of Selene, a station that circled that noble moon with habitats, shipyards and weapon platforms, gave them the power to isolate themselves and preserve their culture. They would often venture to the Cradle, looking for relics and archives to return to their great underground cities that had been carved out of the magma tubes of Selene in ages past. They often loaned their services as advisors and scholars, before they bent their knee to the Aberrant King.
The Selenites hold learning and knowledge as the highest virtue, to which all other pursuits must be subordinate. A cold and aloof people, most Selenites are taller than average and seem stick thin and frail. They are elegant and adept at moving in zero and low G, but must wear specialised muscle suits in higher gravities, and even then find such worlds deeply uncomfortable. Selenite cuisine is relatively bland and unflavoured, as food is viewed as fuel first and something to enjoy second, though they produce a variety of sweet drinks, including teas and soft drinks, which they use to sustain their stamina and wakefulness. They produce little art, and such that they produce is often mathematical, abstract, or very minimalist, leaning towards tessellating images and tricks of perception.
The Aberrant King bartered technological secrets and access to the deepest levels of Cradles Arcologies for the allegiance of the Selenites, who provide not just scientific advice, but their shipyards to his empire. Very few Selenites are crows, and almost all of the selenite crows abandon their home and seek mercenary work, so Selene was not required to donate front line military forces to the Cradle Empire. Instead, their technicians can be found throughout the empire, working to maintain the engines of war.
Aphrodite
Aphrodite is a world of churning storms, vulcanism and hostile jungle. Apparently changed by the Unity, it was once a paradise, but with the fall of the Unity the engines that shaped the world ran out of control and tore its biosphere apart. The simple plants created to shape its atmosphere and make it suitable for habitation evolved into a deadly fungal ecosystem that has created at ground level a fug of toxic spores that can corrode metals and rot flesh in moments. Its mountain peaks, once claimed by the rich nobles of Unity as demesnes on the paradise world, are now haunted ruins overrun by gene-wracked horrors and rogue servant machines. The great geothermal engines burrowed deep into the earth and split it, creating great rift valleys that spilled magma and spawning massive volcano chains, that further fed the jungle and stirred the worlds atmosphere to madness. Its two oceans boil with poison and horrifying creatures, and the sky is plagued by bulbous floating horrors that explode with poisonous spores. It is difficult to imagine a world more inimical to life, but somehow the 'Kind survived and even prospered on this hell world.
The Aphroditians can only survive in mobile forge-cities, great crawlers repurposed from their role in shaping the world into vehicles to survive it. Isolated and almost forgotten, the Aphroditians changed into an insular, clannish culture favouring strength of arms. Battles would often be fought between the Crawler Clans, themselves led by Crow Bloodlines maintained through the darkest of measures, the increasingly specialised Cores they piloted the only thing between life and death. These Crawlers move constantly, gouging resources from the tortured earth and grinding the jungle into nutritious paste to feed their crew-population. As they own so little, the peoples of the Crawlers favour tattoos, jewellery and piercings from a young age, and invest in finely crafted and embellished tools over any other fripperies or luxuries. The habitation decks of the crawlers are often richly decorated with murals and art made by the clan.
When the Aberrant King arrived, he cleared several mountain fastnesses of their horrors and gifted them to the clans to serve as neutral meeting grounds, secured from attack by his own guarantee and force of arms. This gift earned the favour of the Aphroditians, who pledged several of their Crows to his armies, as well as several regiments of elite scouts and trackers. Aphrodite serves as a training ground for the growing armies of the Aberrant King, and many of his best soldiers serve a tour on this harsh world to harden them for the wars he sees on the horizon.
Hermes
Hermes is a barren, scorched and freezing rock, flashing around the sun at an incredible pace. While its orbit is fast, its rotation is slow. Therefore, to make the most of this harsh but rich world, the Unity laid a vast metal track around the worlds equator, and set a city atop it that is driven forward constantly out of the dark and into the burning light by the expansion and contraction of the tracks themselves. Like food squeezed from a ration tube, Chiaroscuro City moves constantly around Hermes equator, supporting a fleet of wildcat miners and the engineers in orbit that maintain the systems largest and most profitable solar farm.
Life on Hermes is harsh, and regimented. Chiaroscuro City is ruled by the Factotums, a council of hereditary administrators who preside over a brutal caste system with a fist of iron. Water is the means of control, and the Factotums think nothing of cutting of a city districts water rations to enforce compliance or punish disobedience. While the Factotums claim to the population that they are the richest and most successful survivors of the fall of the Unity, in truth the Factotums are fabulously wealthy, and the lower castes live in crushing poverty, and social mobility is a myth. Bread and circuses are the order of the day, with gladiatorial combats and grisly executions used to distract the population. Rumour has it that Hermes started off as a Unity prison colony, and if so, it is not so far from its roots even today.
Despite this, Hermes is a prize. Its vast mineral and energy wealth made it a key objective for the Aberrant King, who bought the Factotums loyalty by showering them with gifts and luxuries they could not otherwise attain. In return, the Factotums send vast shipments of batteries and raw materials to Cradle, as well as a new custom, indentured criminals forced to serve as soldiers. Ironically, these penal battalions find life as a soldier in the Aberrant Kings army a significant step up from their life on Hermes, and are fanatically loyal to their new master.
Hermes Crows were often recruited to pilot the Factotums collection of powerful, gladiator Cores. Heavily armoured and armed with primitive melee weapons and shields, these Cores battled to entertain the Factotums and their oppressed serfs. Some of these Crows have escaped the Cradle Empire with their unique machines, while others have been recruited directly into the Cradle Empires forces, where their battlefield exploits are followed by drone cameras that transmit their victories back to Hermes.
Triton and Ouranos, the Ice Giants
The ice giants of the outer system are difficult, distant places, which even the Unity found difficult to manage. However, each is rich with resources that can be claimed with effort. Colonies persist here under the control of the Zeusian Republic, mostly mining concerns and archaeological expeditions that seek to find the ancient Unity facilities that dot the outer system, but all of these are under constant threat from the Exiles.
Hades, Cerberus and Eris, the domain of the exiles
Few claim to be responsible for the fall of the Unity, but the Exiles claim that they fled its fall rather than turn their weapons on its citizens as it fell. Perhaps this mercy is the only reason the 'Kind still exist, for the Exiles do not claim worlds as others do, but maintain the massive battleships of the Unity, living on them as caravans in the deep black of the outer system, sustaining themselves via mining and raiding the soft Inners.
Those who have visited the Exiles ships and returned speak of black hulled ships that cut through the outer void, vast city sized monuments to war, now the home of hereditary crews and tribe-fleets. Halls decorated with the plundered wealth of the inner system, the tribal warlords are attended by slaves taken from the inner system and rival tribes. Their youngest warriors venture into the inner system to raid, steal and fight, and can even be hired as mercenaries, though they are unreliable and treacherous. While they might have once been honourable and even merciful warriors to spare the inner system the power of their fleets, they now view all the 'kind as owing them whatever they wish, and they are not afraid to take it with force if that claim is not recognised.
Crows are hated in the fleets of the exiles, and driven into exile rather than tolerated. Much of what is known of the Exiles comes from their exiled crows, who are often called 'magpies' as they will often lack Cores. More than one Crow has had his core stolen by a desperate Magpie, driven to bond with the thing that caused him to be cast out of his life.
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