Armed Forces of the Telkevan Union

The Armed Forces of the Telkevan Union (AFTU), known also as Central Command, is the military body and central government of the Telkevan Union. It is divided into Civil Command, which oversees state affairs, and Imperial Command, which manages the military. Both commands are overseen by the High Chamber, comprised of the grand marshal, the head of state and commander-in-chief; the four high marshals, who each manage one of the four branches of the AFRE: the Army, Solar Navy, Legions, and Central Intelligence; and the kaiser.

The modern AFRE was established by Grand Marshal Tagara towards the end of the Second Exodus. Believing the Telkevan's defeat to the Nolsarians during the Wars of Unification to be a result of an inept government and the people's apathy towards the Oltavaran gods, Tagara and her followers seized control of the exodus fleet. The grand marshal then drafted the modern constitution, which gave both military and civil powers to the High Chamber and instating the Oltavaran Faith as the state religion, transitioning the democratic society into a stratocracy. Tagara's work proved instrumental in providing stability and instilling a sense of purpose and hope in the population, paving the way towards the modern Telkevan Union.

By the outbreak of the Great War, the empire had already mobilized a large force in preparations for a potential conflict with the Holy Nepharian Empire. The majority of these troops were sent to fight the Peacekeepers. Early successes led to the belief that the war would be short-lived, but several disastrous setbacks during the Interim Period eventually led to the AFRE mobilizing all military and civilian assets for the war effort.

The AFRE utilizes conscription to acquire recruits, requiring that all able-bodied individuals who have completed their primary education to serve a minimum of four years. After this period, they are allowed to either return home, in which case they become a part of the reserves, or serve another four years. In times of emergency the mandatory service period can be extended.

Mission Statement
The AFRE's mission is based upon four principles:


 * To serve Oltavar with distinction and honor.


 * To ensure the continued safety and stability of the Telkevan Union, his civilians, and his client states.


 * To expand the Telkevon's influence throughout the galaxy through any means necessary.


 * Eliminate any and all threats to the Empire's security through aggressive and decisive action.

High Chamber
The High Chamber is the ruling council of the AFRE, holding absolute sway over both foreign and domestic matters. It is comprised of six seats: the grand marshal, the head of state and commander-in-chief; the kaiser, who is responsible for speaking on the chamber's behalf and directing public policy with the chamber's oversight; and the four high marshals, who each oversee one of the four branches of the military:


 * The Army, which conducts terrestrial and oceanic warfare.


 * The Solar Navy, responsible for aerospace operations.


 * The Legion, which supports both the Solar Navy and Army.


 * Central Intelligence, the AFRE's combined intelligence and special operations forces.

The kaiser and the high marshals each possess one vote while the grand marshal holds two. All actions taken by the High Chamber are determined by a vote with the sole exception of military strategy, which is ultimately dictated by the grand marshal. Once the Chamber has come to a decision, it cannot be overturned by anyone save for the High Chamber itself.

Members of the chamber can serve for life and may be removed from power only by the other councillors. The rules for succession depends upon the seat. The four high marshals are selected from among the marshals. The kaiser's seat can only be held by those of royal blood and is elected by the High Chamber from among the kaiser's children. If no direct heir is available, the High Chamber will instead select a relative. The grand marshal is selected from among the high marshals; the kaiser can cast their vote, but cannot hold the position.

Though once located in the kaiser's palace on Alrukai, the High Chamber has, since the Bloodletting, been relocated to Valakar Station, a mobile star base which acts as the headquarters of the AFRE.

The current members of the High Chamber are as follows:


 * Grand Marshal - Tarsovis Visaria.


 * Kaiser - Zervath Nezekar V


 * High Marshal of the Army - Zurar Azakeia


 * High Marshal of Solar Navy - Ilivaris Kindasi


 * High Marshal of Star Legion - Nuoh Gersalv


 * High Marshal of Central Intelligence - Veto Korvack

Advisory Board
Though the kaiser is no longer the head of state, they still maintain a cabinet of chairmen that lead various departments and which acts as an advisory board to the High Chamber. Chairmen are selected by the kaiser, but must be confirmed by the High Chamber. Aliens from the client states are allowed to serve these positions, though it remains an uncommon occurrence.

The cabinet positions, and the chairmen who hold them, are as follows:

Imperial Command
Imperial Command is the military arm of the Central Government and is directed by the High Chamber. Below the High Chamber are the marshals, who are responsible for training, equipping, and organizing forces within their sector, maintaining public order, prosecuting conflicts, and controlling occupied territories until a proper government can be established. The lowest-ranking officers in Imperial Command are the field and star marshals, who take their orders from the marshals and command the empire's armadas, vast unit formations made up of troops from all branches of the military.

Marshals and armadas possess a great deal of autonomy in terms of planning operations, granting them flexibility that allows them to adapt to specific circumstances. In certain situations, officers are allowed to disobey orders if they believe that doing so will help achieve victory; this is, however, incredibly risky, as those who disobey orders and who then bring about disaster will face criminal charges.

Major Deployments
Active theatres are relegated to regions known as zones. Zones are color-coded for rapid identification and are administered by one or more marshals.


 * Zone Blue: War Zone Blue is the sphere most directly involved in the Great War. Initially a relatively small zone, it has grown exponentially as the war continues to escalate. It is made up of both established colonies and territories captured from the Peacekeepers. It is likewise the most chaotic region of imperial space, with colonies frequently changing hands.


 * Quarantine Zone Black: Zone Black is where the bulk of the empire's efforts against the Biomatter of Hive Tiamat are taking place. As a precautionary measure, the colonies here have been evacuated as troops comb through the region and cleanse any infestations that they come across.

Civil Command
Civil Command acts manages domestic affairs and is comprised of the Senate and the Judiciary.

Senate
The Senate is bicameral, comprised of the Lower and Upper chambers.

Lower Chamber
The Lower Chamber, also known as the public chamber, is made up of elected officials from the empire's sectors. It is notable for being the only democratically elected body within the central government, a position which it uses to voice the concerns of the populace to the kaiser and their cabinet. By default, each sector has at least one representative regardless of population, but as the population grows, so too does the number of representatives. This in turn has led to many colonies banding together to form blocs to compete with inner-rim colonies. All representatives serve two eight-year terms.

Client states are allowed representation within the Lower Chamber, though must first earn it. Client states must remain loyal to the empire by paying their dues and respecting the decisions of the federal government and must be a client state for a certain period of time before they are allowed to hold seats in the chamber.

Upper Chamber
A creation of Grand Marshal Tagara, the Upper House is staffed by the marshals. Their duties as the Upper Chamber are to scrutinize legislation passed by the Lower Chamber and make amendments when necessary. If they approve the bill, it is then passed along to the kaiser and the High Chamber, though modified legislation must first return to the Lower Chamber for another vote. They also possess the authority to reject legislation altogether. The Upper Chamber is seldom in full session, as officials operating near the fringes are generally absent due to ongoing conflicts. Marshals can be dismissed from the chamber at will by the High Chamber; in most cases, those removed from the Upper Chamber are also stripped of their rank, though there have been numerous exemptions over the years, as some marshals either request removal from the chamber so as to focus on their work or are simply too efficient at their job to be removed for disturbing the chamber. Among those who serve in the chamber, service is viewed as a privilege that proves their full devotion to the empire.

Judiciary
The Judiciary is the body responsible for interpreting and enforcing the laws of the federal government across the empire. It judges all disputes pertaining to the federal government, whether they be between persons, institutions, and planets, and has the authority to rule colonial laws unconstitutional. The judiciary is operated by the Grand Court, commonly known simply as the court, which is comprised of private and military officials appointed by the High Chamber. If the Court is unable to come to a decision, the matter will then be moved up to the High Chamber.

Territory & Jurisdiction
Telkevan territory can be broadly divided into colonies, systems, districts, sectors, and spheres. For the purposes of mapping and directions, 'north' is considered to be in the direction of the galactic core.

Colony
Colonies can broadly be divided into civilian and military colonies. Military colonies are administered directly by a commissioned officer. Military colonies can serve as production hubs, training grounds, fortresses, listening posts, research facilities, and mining posts. Such colonies are particularly common in the outermost reaches of Telkevan space, and may at a later date be converted into a civilian colony. Civilian colonies are administered by an official from the Department of Exploration and Colonization upon their founding, but after six years, will be replaced by an official elected by the populace.

System
A system is comprised of all colonies within a single solar system. If a system has only one colony, that colony's leader acts as the system ruler. When more than one colony is present, the colonial rulers form a council to manage the system's affairs.

District
Districts are made up of multiple systems. The capitol of a district is selected by the system administrators, and is generally an economic and/or cultural hub of the area.

Sector
A sector is a group of districts. Civilian sectors are administered by the sector's Lower Chamber representative while military forces fall under the command of the marshal; if the sector is a military sector, then the marshal holds overall control.

Client State
Client states are nations that have either joined with or were annexed by the Telkevon. Client states are relegated to their own sectors, with administration varying on a case-by-case basis. Aliens that willingly join the empire are allowed a degree of self-autonomy in the form of being able to create their own laws, maintain their own government, and receive representation in the Lower Council. Nations brought into the empire by force are controlled directly by the AFRE until they are determined to be capable of managing themselves. Client states that prove themselves loyal to the Telkevon can become eligible for certain privileges, such as more territory, the ability to hold positions of power within the federal government and military, and more. In exchange, client states are required to pay a monthly tax of resources, food, and able-bodied citizens who will serve in the armed forces as auxiliaries. They are also required to share all new technology with Central Command.

Though some consider the creation of the Client States to have been in some way merciful or egalitarian, their existence is entirely utilitarian in purpose, with Central Command aiming to benefit from their resources and intellect. To this end, Central Command works to ensure a state's continued loyalty not only through incentives, but through aggressive cultural assimilation. Citizens from the oldest client states are seldom much different from the Telkevon who live among them, often going as far as to practice the Oltavaran faith. The general populace remains partly split in regards to the client states; though most accept their existence and have even befriended 'clienters' as they are sometimes known, others cling to their xenophobic ideals, and continue to view the creation of new states with intense skepticism.

Spheres
Spheres encompass the whole of Telkevon-controlled space and are comprised of hundreds or more sectors. Owing to the empire's constant expansion, the boundaries between each sphere is blurry at best, with each sphere frequently bleeding into one another. Spheres are not directly administered, but it is not unheard of for adjacent sectors to form their own informal 'sub-spheres' for economic and/or political reasons.

The four current spheres are listed below:


 * Royal Sphere: The Royal Sphere is the innermost region of Telkevan space. It is chiefly comprised of colonies established in the first decades of the empire's founding up to the Delusar War. At the heart is Alrukai, the capitol and home of the royal family. Colonies in the Royal Sphere are heavily populated and extensively urbanized, with some colonies nearly resembling a ecumenopolis. Residents of the sphere are predominantly wealthy and culturally refined, and are fiercely loyal to both the High Chamber and the teachings of Oltavar. Many among them have adopted a hint of humbleness, as they acknowledge that the region could not exist without the aid of the other spheres. Aliens are not allowed within the Royal Sphere unless granted access by the federal government.


 * Command Sphere: The Command Sphere is officially a ring of military fortress worlds surrounding the Royal Sphere. This sphere acts as the final line of defense between Alrukai and invaders and is also a major production, training, and research hub. Though by far the largest territory under direct military control, the military also controls a number of sectors scattered across Telkevan space. These are often counted as part of the command sphere despite not being connected to one another. Civilians and aliens are not allowed within the Command Sphere unless they are passing through to reach a civilian colony or have been granted access by a commissioned officer.


 * Middle Sphere: The Middle Sphere is the largest and most populous sphere and is constantly growing as new colonies are added to its domain. The colonies here are incredibly diverse, ranging from dedicated mining worlds to gas giant platforms to dense urban centers that act as trading hubs between colonies and foreign powers. The majority of the nation's food and resources are gathered from here, making the Middle Sphere extremely influential in the empire's politics despite not being as wealthy nor as powerful as the Royal or Command spheres. The client states also reside in this sphere. Fortress worlds dot the sphere and are tasked with protecting nearby colonies.


 * Outer Sphere: The Outer Sphere is the outermost region of Telkevan territory. It can be divided into the inner and outer sectors. The inner sector is made up primarily of new civilian colonies. The outer sector is a part of the Command Sphere, and is likewise governed by the military and made up of conquered planets that have not yet been integrated into the empire. Given that some sectors of the Outer Sphere are rife with skirmishes and wars, the sphere tends to be populated by seasoned military veterans and gung-ho adrenaline seekers looking to make a name for themselves in the frontiers.

Doctrine and Technology
Main pages: Telkevan Battle Doctrine, Telkevan Technology, Telkevan Military Arsenal

Though the specifics have evolved over the centuries, AFRE offensive doctrine has always emphasized the constant application of pressure on an enemy so as to keep them disoriented and defensive, limiting enemy mobility and gradually wearing them down through attrition, generating weak points that can be then exploited to encircle enemy formations and strike deep behind their front lines. Defensive doctrine utilizes elastic 'defense in depth' tactics, with multiple layers of increasingly tough defenses designed to wear down an enemy who can then be repulsed by a counterattack. Both doctrines make use of combined arms tactics which make heavy use of armored warfare and air/orbital firepower.

The AFRE strives to maintain an up to date arsenal so as to remain competitive against its opponents. Equipment is designed to be durable and easy to use even in inhospitable environmental conditions such as those found on Betel junk worlds. Vehicles and infantry armor emphasize durability and firepower while maintaining enough mobility to keep pace with the AFRE's doctrines while firearms are designed around volume of fire and stopping power, often using the enhanced strength granted by XBA armor to its advantage. Parts are standardized when possible, easing production and making it relatively easy to repair and maintain equipment even in battlefield conditions. Maintenance drones and mobile construction stations have further simplified maintenance, and have even allowed for weapons and vehicles to be produced on the battlefield when resources are available.

Soldiers from the client states, referred to collectively as auxiliaries, serve specialized roles depending on their certain biological traits. For example, certain auxiliaries will serve as scouts or maintenance workers while others will operate as shock infantry. This specialization allows them to operate effectively in their given roles, but simultaneously leaves them helpless on their own, which is partly intentional, as it leaves them less likely to revolt in a large scale. Certain client states, due to long-term loyalty to the empire, are not bound by specialization, though such instances are rare.