Sirian

Sirian

Pinnacle

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Pinnacle is a relatively small station that could house roughly 50,000 physical persons but it largely built around the housing and upkeep of massive server banks which house millions of digital persons - the former residents and citizens of Mecha City. Claiming "we need to evolve," the Mecha King designed and launched the new space station into high orbit, a sizable distance from the planet with a slightly exaggerated day/night cycle.

While designed primarily around the server room and associated backup and communication equipment, the station is capable of housing physical persons and is home to a number of robotic chassis usable by any of the digital citizens and used for physical and diplomatic interactions with neighboring stations.
Pinnacle follows on Mecha City's general policy of isolationism, protecting its citizens and its sovereignty first and foremost with no apparent expansionist ambitions. They are loosely allied with the Treatise Body after the TB sent agents to defend Mecha City in its hour of need, but with a pragmatic ruler, Pinnacle only treats such alliances with so much reverence now that they are able to defend themselves independently again.

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Digital Nation

With the advent of Mecha City's digitization technology allowing for the conversion of a biological consciousness into a digital form, millions of digital people now exist between the servers of the orbital habitats and those in Mecha City itself. Mixing with natively digital entities (strong AIs), the collective digital population inhabit a shared environment colloquially known as the Digital Nation

The Nation includes all simulated reality environments that play host to digital entities, regardless of where their host hardware lives. Physical people can visit the Digital Nation through virtual reality interfaces or holoroom connections

While the shared environment doesn't necessary divide over physical boundaries (digizens on Station Prime and in Mecha City can share the same virtual space with ease), the Nation is not a single, seamless environment. In addition to separate areas within the same "instance," there are also an array of separate instances with different themes to suit different needs of the residents.

Virtual Reality Spaces
The current most used instance is a pure reality simulator, intended to be a useful psychological environment for digitized people as well as a socialization tool for native digital entities. The reality simulator attempts to replicate real world physics and known locations on Sirian Planet in their pre-Inferno state.

The environment is slightly gilded, with weather conditions and 'random' events deliberately designed for a more happy and agreeable existence than true reality often allows, although like most gilded things, the veneer quickly comes off for some inhabitants who would prefer a darker environment instead. Other popular reality instances include a Gargorian homeworld simulator, a Station Prime simulator.

Theme Spaces
Many digital citizens also specifically prefer to visit or even live in environments that do not attempt to replicate the real world. For all the same reasons physical people enjoy escapist fiction and media, digital citizens often enjoy being a part of the same.

There is seemingly no end to the theme spaces in the Digital Nation, but some of the most popular varieties include fantasy themes (might and magic, Dragons and swords), superhero themes (comic book fictional worlds where everyone has powers), and even scifi futures with immediate interplanetary travel, commonplace interactions with alien species and galactic adventures.

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Orbital Independents

  • Status of Organization: - Active
  • Active Membership: - 12,000
  • Where Based and Areas of Influence: - New Domai Near Orbit
  • Leadership: - Congress of New Domai
  • Legal Status: - Recognized sovereign nation
  • Distinguishing Marks: - Emblem: An unembellished golden circle
  • Known Enemies: - None (although relations are tense with the Treatise Body)
  • Known Allies: - None

A group of independent groups bound together in orbit around the idea that the Treatise Body should not govern all of surviving humanity. The Independents strongly value personal liberty, but also have tight rules to safeguard their citizens against violations of liberty. The culture has strong military leanings, with most citizens trained in weapons, engineering or medical needs from an early age. Membership in the militia is mandatory for citizenship, as everyone capable must serve to defend themselves and their neighbors.

While not openly hostile to the Treatise Body, the Independents are heavily distrustful of the TB administration and military and do not allow them on or near New Domai.

Trade and Law on New Domai
The Independents do not use nor accept credits - all trade is based around a recognized value of goods or services provided and a carefully regulated IOU system based on a standard legal boilerplate public to all those living or trading on New Domai.

The value of goods or services is estimated by the current estimated need, supply (of the good or the people who can perform the service), cost of acquisition or time spent learning the skill, all magnified by the reputation of the person trading the good or service. Reliability and trust are thus their own commodities, and honing a good reputation on New Domai (either as a citizen or as a regular trader) makes your goods and services worth more in trade.

When someone comes up short in a trade, they have the option to take out an IOU using the station's standard binding contract. No one with an outstanding IOU can leave New Domai, however, so those who aren't citizens and don't want to become permanent residents would be wise not to ask for more than they have to give.

Surveillance and Scheduling
Surveillance is ever-present on New Domai in the form of highly visible cameras and armed security personnel. Nevertheless, as a reclaimed derelict, there are nooks and crannies the remain unsupervised, at least by the public cameras.

To help manage limited space and resources, avoid crowding and help with security, every citizen receives a daily schedule sent to their datapad. Citizen datapads receive a special chip to provide this schedule and other vital updates. Anyone can choose to remove or tamper with this chip, but doing so immediately revokes their citizen status and any rights and privileges associated with it.

Parliament
The government of New Domai is a small council called Parliament with an unknown number of members and no clear named leader. Parliament acts as the foreign face of the Independents, staying out of the affairs of its citizens and focusing its efforts on protecting them from foreign threats.

The list of known members is made up of dishonorably discharged former military personnel and known terrorists, all from the southern territories. All that's known about their motivations as a group is that they value the independence of New Domai and heavily distrust the Treatise Body.

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This organization does NOT have goals
Membership Size: 
25
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25
Material Strength: 
45
Economic Influence: 
25

Halo

One of the reclaimed Orbital Derelicts Halo now functions as a small habitat almost exclusively for the psionically active. The remaining intact sections have been sealed and repowered with most of the amenities of the larger stations - remixers, plumbing, a rec area to keep fit in the gravity-free space, etc. There is sadly no holoroom, park or reservoir able to be used as a pool, so residents have to rely on other means of entertaining themselves.

The remaining habitable decks are very small relative to Station Prime or the Ardiel Installation but are spacious for the small number of residents here. Halo is exceptional specifically in the area of medical and hospital equipment and technology, due to its original purpose under the Zuxian

The Treatise Body governs and supplies Halo, but leaves immediate oversight to a council of its residents. Policing is internal, and council membership is voted on annually. The only stipulation from the Treatise Body is that the derelict not be armed or equipped with engines sufficient to move it more than required for orbital corrections.

In its day, the ship Halo once was appears to have been primarily a medical vessel, perhaps even an orbital hospital of sorts. The damage done to the vessel during the Cataclysm was extensive, and seems to have largely stemmed from a powerful blast from inside the ship itself; a bomb of some sort, or an overload of the power systems. Many see it as an oddly appropriate metaphor for the derelict’s current residents in the wake of the Inferno.

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Shrapnel City

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Hobbled together from over a dozen failed orbital craft, Shrapnel City is built around a core of another wrecked derelict, although the majority of the patchwork station is modern tech flung into orbit to escape the Inferno.

Operating independently, Shrapnel City is peopled almost exclusively by those who didn’t feel welcome either under the Treatise Body’s rule or in New Domai meaning largely those with dark pasts, outstanding warrants or other reasons to want to disappear off the official record.

As a result, Shrapnel City is a lawless and unstable station ruled over by several different crime lords whose empires are regularly shifting, often violently. It also plays home to a prominent black market, smuggling and drug trade - anything to help people in orbit escape from the absence of hope that comes with floating in a rickety tin can in space.

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New Domai

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The largest independent settlement in orbit, New Domai is made up of a number of different groups from the planet united in one thing: that the Treatise Body should not govern all of humanity in space.

The station itself is built out of a remarkably intact Zuxian derelict discovered at the L4 Sirian/Boros Legrange point. Having somehow suffered almost no structural damage during the Cataclysm, New Domai represents the largest complete piece of Zuxian technology to survive to the modern era. It also represents one of the only true threats to the powerhouses of the Southern Coalition Fleet the Extravia and Kalvania although both they and New Domai are functioning far shy of fleet readiness.

Despite planetary differences, the Independents of New Domai have formed a new nation together in orbit, bridging previous cultural gaps. Ostensibly a republic built on notions of liberty, independence and exploration, New Domai functions under an organized militaristic regime formed in hopes of keeping order between old enemies and remaining ever ready for a suspected Treatise Body coup, believed imminent by many of the stations leaders.

Notable locations are the firing range, holorooms (large enough to stage military combat drills), armory labs (where new tech and weapons are developed and tested), marketplace and theater.

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Orbital Derelicts

The relics of Zuxian vessels from before the Cataclysm, damaged and abandoned during the calamity. Plistein Brotherhood agents sabotaged the ships as part of the initial attack on high technology to prevent other Zuxians from spreading the ‘dangers’ of high technology to other worlds and repeating the process.

The propulsion systems in all Orbital Derelicts are destroyed beyond repair. Most life support and power systems are disabled or damaged, but the infrastructure is still in place to restore them with relative ease. The artificial gravity and matter transfer systems are damaged beyond repair.

Now the derelicts are open claims for any survivors willing and able to get key systems back online to make them livable in the long-term. Competition among those eager to be outside the watchful eye of the Treatise Body is fierce and often violent.

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Sirian Space Technology

The modern Sirian venture into space began slightly over a century ago, with the launch of Bolvintian astronaut Valentine Seaskimmer into orbit. However, Sirian’s space technology is built on the shoulders of salvaged Zuxian science and technology that survived the Cataclysm. Following the Inferno, Zuxian technology has become unreliable, frequently self-destructing, causing serious harm to anyone around it, and more advanced Zuxian science is still beyond modern understanding. Because of this, the backbone of Sirian space industry is conventional space technology, properly understood by scientists and engineered using modern, available methods.

An excellent source for reading about near-future space technology is Atomic Rockets, here: http://www.projectrho.com/public_html/rocket/index.php

Power & Propulsion

Nuclear Power

Because of the youth of the Sirian System it is rich with radioactive isotopes. Sirians utilize both fission reactors (ideal for long-term, low-power uses, such as long-range craft) and fusion reactors (ideal for shorter, hotter applications).

Fissile materials are provided from massive surface boreholes and mines. Due to The Crowned attacks, these boreholes have become particularly important. The Treatise Body has been looking to secure additional, off-planet sources of uranium and thorium, but this has been tempered by more immediate concerns. The Treatise Body is continuing to use its reserves of fissile materials more quickly than it is producing it.

Fusion power is provided mostly by D/D or D/T reactions, although Bolvinitia boasts several carrier craft which operate on the more powerful D/He3 reactions. Deuterium and tritium is provided almost exclusively from two Bolvintian heavy water facilities in the ocean. Due to their distance from the land, they’ve been unaffected by most of the events on the planet. Helium-3 is primarily captured through deep boreholes, with specialized equipment. He3 has never been mined in sufficient quantities to meet demand. It is hoped that the facility on Ardiel may provide additional He3.

Nuclear power is paired up with thermal rockets or ion drives, depending on their intended use.

Anti-Matter

Sirian does not have a sufficient magnetic field to make collection of anti-matter economically feasible. Galanor experimented with anti-matter production on a large scale planetside, but ceased operations shortly prior to the Inferno. If restarted, this production would be a form of energy storage, not energy production. It is suspected there may have been a Zuxian anti-matter production facility on Raeda. If that could be recovered, it would be a huge boon to humanity, but the expense in mounting such an expedition make it currently untenable. There are no known anti-matter power plants in use currently. Several of the northern nations do still maintain extremely destructive anti-matter weapons.

Chemical Reactions

Sirian has very little in the way of naturally occurring fossil fuels. However, due to their low cost, relative safety, and usefulness, Sirians do capture and produce chemicals such as methane, kerosene, biodiesel, aluminum, and hydrogen for the purpose of operating power plants, powering ships, etc. As they provide less thrust and ISP as other propulsion methods, they are usually used for small or disposable craft, where cost is a concern, or where maintaining a nuclear plant is unfeasible.

Renewable Resources and Nuclear Decay

Sirians have historically relied on renewable resources such as solar and wind power. In space, wind power is not feasible, but some small probes rely on radioactive decay to provide heat and electrical power or solar sails for propulsion. While extremely efficient, producing ‘free’ energy almost indefinitely, that energy is orders of magnitude weaker than what is available from other methods.

Weapons

The most common ship weapon are traditional “slug throwers”, using either chemical or electromagnetic acceleration. These are traditional guns, albeit upgraded with modern technology. Almost every independently-operating ship will have one or more of these, augmented with small lasers as a point-defense system against incoming debris. Military ships deploy missiles and rockets. Weapons-grade lasers are uncommon, as they are less effective in atmosphere than ballistic weapons, and there is little history of ship-to-ship combat in orbit. Electronic warfare is well developed. Electromagnetic radiation may be employed to jam communications and sensors, and even to destroy unshielded electronics. Several nations maintain nuclear or antimatter arsenals. Using them in the current political climate would probably be seen as wasteful and frowned upon.

Life Support

Most ships are only equipped with a few hours or days of life support, in order to reduce the ship’s mass and increase its performance. Gravity is very uncommon, except in capital ships and stations that can sacrifice the space and performance for bulky, spinning habitats.

Modern Sirians are the descendants of the original Zuxian colonists. In order to travel the great interstellar distance to Sirian Planet the Zuxians genetically modified themselves, to make them more resistant to radiation and better adapted to Microgravity Most Sirians still have these traits, making them better adapted to life in space. In practice, the differences are minor enough to not be noticed in day-to-day interactions, but the reduced shielding and life support requirements mean most ships are lighter and perform better than they would were they designed for unaugmented humans.

Zuxian Technology

For centuries, especially in the south, the most commonly implemented space technology was what had been scavenged from Zuxian sites. While Zuxian technology could sometimes be jury-rigged into functionality, understanding or replicating it proved impossible. It is believed that the Zuxians had mastered femtotechnology, gravitons, and space-time warps. Two Zuxian starships were successfully returned to service before the Inferno. With the Inferno, for reasons just as mysterious as what drives the technology itself, Zuxian relics began to misfire, sometimes in devastating ways. In many cases, the Zuxian technology is too critical to abandon, and so people use it knowing it is only a matter of time before it kills them. Whenever feasible, the Zuxian technology is replaced with modern equivalents. In the case of the two Zuxian starships, they are limited to dock at Station Prime until the cause of the Inferno can be better understood.

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Emily Jou

Background
Growing up in relative poverty in the Meonji mountains, Emily was the victim of a violent attack at a very young age. Left scarred, she later went into law enforcement for the San-Saram and gained notoriety for convicting the leader of her village for taking kickbacks from Bolvintian merchants in exchange for exclusive mining rights that kept her people in poverty.

During the Inferno, she took charge of evacuation efforts and negotiated firm and fair terms with the Bolvintian rescuers - some at gunpoint. The evacuation made her something of a household name, and despite lacking significant authority within the San-Saram, when the offer came for an appointee to the Treatise Body Administration Emily insisted on being selected - and thanks to public outcry, become the sole recommended candidate by the new San-Saram joint leadership.

Personality
Emily knows her worth and refuses to let anyone treat her like less. Her confidence makes her a hero to some and a thorn to others. She is more pragmatic than idealistic and prefers honest and brief interactions, especially when there's a problem that needs solving. She makes decisions based on evidence whenever possible, often demanding further understanding of a situation rather than risk jumping to the wrong conclusion.

Occupation
San-Saram delegate to the Treatise Body Administration

Description
Jou stands 5-foot-5 and still bears the facial scars of the attack she suffered in her youth. She moves and speaks with confidence and seems to some as aggressive despite simply foregoing the unnecessary pleasantries of most conversations and refusing to let her age, nationality or gender be used as a reason for her to be less respected than anyone else at the table.

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Micah Ankhbayar

Background
A seasoned soldier of Gardarin, Ankhbayar is the father of four children and grandfather of six. He served as an able military commander for years before being forced into politics as a necessary anchor for the alliance of so-called lesser republics.

He is often compared to a bear or bulldog by agents of the 'big three' republics, but is seen by those in the other twelve as a heroic figure, a stalwart champion who will shift the balance and finally earn the lesser republics a place in the sun.

Despite his personal history and impressive record, he has been putting up with lack of respect and constant microaggressions from the delegates of the big three for over a decade, and has reached an interesting equilibrium with it. Although whether or not that tense peace will last, only Micah knows.

Personality
Ankhbayar is a gruff man with little patience for flowery speech, arrogance or idealism. He is pragmatic to a fault and quietly proud, weathered by years of being the proverbial little fish in the big pond. The only time he doesn't seem surly is around young children, where he warms up remarkably.

Occupation
Delegate for the twelve lesser Northern Republics for the Treatise Body

Description Micah Ankhbayar stands 6-foot even and wears the marks of his age and military service. Several scars and other imperfections dot his face and head, he walks with a slight limp, but always stands straight and speaks with clear purpose and dignity. His Gardarinian military service pin is always brightly polished and sits prominently on whatever outfit he's wearing.

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