Communal To-Do List

Wiki To-Do List

 * 1) Compartmentalize overtly-large pages into smaller sub-pages for easier reading.
 * 2) Pages for important events, battles, and fronts.
 * 3) If permitted, revise older pages (Diabs, Sauran, etc). Old pages can be preserved in the archives.

General Lore To-Do List

 * 1) Energy Shields
 * 2) Space Travel
 * 3) Void
 * 4) New Sector
 * 5) Developing the Peacekeepers & Warlords as proper factions and establishing what they do and how they operate.
 * 6) Psychic powers - No. Psychic powers are no longer canon.

Reforms

 * 1) Rename & Revise Skrey
 * 2) Rename & Revise Necraal
 * 3) Rename & Revise Virisus
 * 4) Rename & Revise Tegotians (No need for major details; tertiary power)
 * 5) Rename & Revise Dragoneterans (No need for major details; tertiary power)
 * 6) Rename & Revise Saracin (Decent chunk of work already done by Amad. Do we want to keep this given he is not in the branding?)
 * 7) Review, Revise, & Rename Biomatter
 * 8) Give a name for the Newveria (Aeveria replacement)
 * 9) Revise the Margan (Reaper's Fist Dynasty in particular)

Timeline Revisions

 * 1) Work IAE into lore
 * 2) Work TmC into lore (Removal of the Gronian Imperium alters most or all of their history in the war)
 * 3) Work Xeverra into lore (Removal of Betel Recyclers alters most or all of their history in the war)
 * 4) Work Delani into lore (Their destruction is more detailed than their origins)
 * 5) Certain aspects of Zaretian lore still need to be cemented. In particular, Vipenite and his death.
 * 6) Establish proper timeline for Karahotdoum.
 * 7) Establish proper timeline for Sauran.
 * 8) Establish proper timeline for Asanians.
 * 9) Establish proper timeline for Kastalians.

Users actively working on new Races

 * Liche (Bugs)
 * Xav (Slugs)
 * Corv (Birds)
 * Drag (Parasites?)

War fronts in need of development

 * 1) Diab Theatre (Warlord push into Diab space combined with Asanian attacks elsewhere)
 * 2) Zaretian Theatre (Newverian-led push towards Nu-Zartar is the key feature and is fairly well-developed, but Karahotdoum or other Peacekeepers thus far play no major role. Potential catalyst for Zaretian Civil War?)
 * 3) Newverian Theatre (Warlord push into Newverian territory. Major battles include the Border blockade conflict. Would be an unsuccessful effort to draw forces away from Zaretian front.)
 * 4) Sauran Theatre (Began before the war proper as a conflict between Sauran and Zaretians. Escalates as Margan and later the Asanians and Repzork enter the fray. Repzork would likely employ scorched-earth tactics akin to those used in Operation Desolate winds as a means of forcing the Sauran to come to terms)
 * 5) Repzork Theatre (Separate Newverian-led attack joined by Karahotdoum, with Sauran coming later? Diabs involved to a degree later on. Peacekeepers would be partly or perhaps entirely repelled, at least for a time, by the combination of Operation Counterweight and the return of both the Margan and Necraal)
 * 6) Neutrality crisis (event triggered by return of the Margan during the 2nd Battle of Norsus. War escalates to the point that it is nearly impossible to truly remain neutral)
 * 7) Saracin Theatre (There is nothing for this. Karahotdoum or Newverian effort? Culminates in assassination of Saracin emperor and the collapse of their empire.
 * 8) Necraal Theatre (There is nothing for this. Diab/Karahotdoum effort?)
 * 9) Karahotdoum Theatre (There is nothing for this. Repzork/Saracin/Necraal focus?)
 * 10) Delani Theatre (All we know is that they get eaten and do some logistics stuff because dey dah delani)
 * 11) Rach Theatre (Not too much development needed here. We have the general gist, which culminates in the 1st Battle of Norsus. Mostly just review, revise, and add a bit here and there to fill gaps)
 * 12) Asanian Theatre (It occurs to me that I forgot about this possibility. Also, has anyone ever actually attacked an Asanian colony in lore?)
 * 13) Operation Dawnhammer (Major event for planned, albeit still WIP, New Sector. Repzork provoke major escalation in ongoing cold war with the Nepharians by sending troops into the contested zone in an effort to conscript minor races to fight the Peacekeepers, prevent minor powers from joining the Alliance, and to intimidate the Nepharians into reconsidering any notion of joining the Peacekeepers, though they make a point to avoid directly engaging Nephi forces. Nepharians bring this to Peacekeeper attention, drawing their forces into the area while they themselves do their best to avoid getting their hands dirty.)

Name Pool
A place to post any potential names for races/individuals/whatever in need of 'Newveria' treatment.


 * Jangzhim


 * Barzamun


 * Zolglii


 * Urum'bator


 * Bulgamandi


 * Ustal


 * Dakar'zaran


 * Sarendel


 * Velthek


 * Sigasa


 * Aradel


 * Vaikaru


 * Ulusia


 * Char'dram


 * Althaim


 * Hidim


 * Sarakara


 * Thalmok


 * Thalvok


 * Gyrr


 * Ulfhig


 * Detmir


 * Nalfyrg


 * Ovgren


 * Tserog


 * Molkre


 * Uleg


 * Ovgyrr


 * Khersgyr

Skrey/Gyrr Proposals

 * Skrey changed to Gyrr (temporary name; likely to be replaced unless no alternative is found)

Amaker

 * Skrey are not a unified force, but are instead divided into numerous clans which vary substantially in terms of size, strength, and to a lesser extent, culture.


 * The clans are united under one of the great clans. The mightiest of the Skrey clans, the great clans use a combination of superior intellect, political intrigue, and military might to assert their control over the lesser clans.


 * The great clans constantly compete among themselves and with the more ambitious lesser clans for dominance. Inevitably, the ruling clan(s) will be overthrown, sparking a series of bloody civil wars that will in time see a new clan rise to power. This cycle has dominated Skrey society since their ascension to the stars, and has prevented them from becoming a major player in galactic affairs.


 * Military equipment and tactics very considerably from clan to clan. While the great clans can be as disciplined as any other professional soldier and possess relatively modern equipment, the lesser clans, some of which lack the logistical capability to even wage prolonged interstellar wars, may make use of remarkably crude but undeniably effective designs comprised of whatever resources are available to them.


 * The Pact convinced the Skrey to join the Warlord pact by promising to keep the ruling great clan, Tazorag, in power. Tazorag, which had already been focusing its efforts on modernizing and preparing the great clans for interstellar conflict, was more than happy to receive the Pact's support.


 * Though the great clans possess independent fleets, the lesser clans are organized into 'auxiliary fleets' attached to a Pact force. These auxiliaries are often employed as shock troops and are the first troops sent into battle. Auxiliaries often suffer high casualty rates, though their effectiveness cannot be ignored.


 * Though the Peacekeepers could theoretically incite another rebellion within Skrey society by providing Tazorag's rivals with funding and weapons, the Skrey would be unlikely to ever join the Alliance as they in no way agree with the Peacekeeper's core principles.


 * Named clans:
 * Clan Ulthubag - The previous ruling clan, overthrown by alliance that itself collapsed into infighting, paving the way for Tazorag to claim the throne. They were so devastated by the war that they lost their status as a great clan. Ulthubag is a rather conservative clan valuing pure military might and saw little use in aliens, though this view has been challenged by the Great War. Ulthubag operates as an auxiliary force.
 * Great Clan Tazorag - The current ruling clan. Tazorag seeks to modernize Skrey society and prepare it for war against the outside world. When they first encountered the Warlord Pact, Tazorag saw the perfect opportunity to do just that. Tazorag operates independent fleets.
 * Clan Otguhl - Clan Otguhl is an ally of Tazorag that secured a place of privileged once Tazorag came to power. Though they are not technically considered a great clan due to their small size, they share in Tazorag's technology and resources and can thus operate independently.
 * Clan Tanzag - Clan Tanzag is a relatively influential minor clan best known for its use of siege tactics and chemical weapons. They operate predominantly as an auxiliary force.
 * Clan Khonghan - Khonghan is a lesser clan best known for its remarkably brawny infantry and emphasis on heavy weapons and armor, which makes up for their simplistic tactics and weak aerospace force. Khonghan operates as an auxiliary force.


 * Modern names (Bhatuzorig, Khongan, Burlgili, etc) were made by cutting up various Mongol names and mixing them into different combinations.

Amaker

 * Newcraal plot should still follow their current timeline, schism and all, at least to some degree.


 * Characterized by an 'archaic' social order and high technology.


 * Feudal monarchy. King appoints nobles to rule over colonies/areas of Necraal space; in exchange, nobles swear allegiance to the king and provide tax money. Fiefs must abide by royal decree, but otherwise possess a fair degree of autonomy.


 * Society is dominated by a caste system (Heavy WIP concept):


 * 1) Royal Bloodline
 * 2) Nobility (also comprises many prominent military officials)
 * 3) Priesthood/Shamans (Probably source of what would become the schism)
 * 4) 'Knights' (Non-nobles who have pledged their eternal loyalty to a house. Given prominence among rank-and-file infantry within the military. Held to a particular ethical standard).
 * 5) Artisans (Engineers, scientists, architects, etc)
 * 6) Commoners
 * 7) Slaves
 * 8) Untouchable (Individuals guilty of unforgivable crimes and those who descend from such individuals)

Most individuals will be born and die within their caste, but social mobility, while difficult, it not impossible.


 * Warlord-aligned Necraal and Virisus still hold to this caste system. Some of those who lean more towards the Peacekeepers support either reforming or abolishing the caste system altogether.


 * The military has its own sort of caste system in regards to its infantry. As a result, infantry receive specialized training. They excel in their field, but are mediocre outside of their element. Necraal military is at its strongest when all of its specialized forces fight in unison; otherwise, they can be defeated piecemeal.


 * Ground vehicles are predominantly mechs/walkers with a relatively small number of anti-gravity vehicles which fulfill various support roles (think the Tau of 40k, with their emphasis on battlesuits, as an example)


 * Names still retain their current structure (Hor'or etc.), but each part actually represents something. ([Given name]'[surname]) ([caste]'[colony]'[house]) as an example. For further elaboration, I'll take a name I made up some time ago: Tor'vath Alth'met'ker. Written plainly it would be "Tor Vath, Alth of the Ker colony of Met". In short, name + titles.

Margan Proposals

 * Orion Dynasty renamed to Azure Shield.


 * Reaper's Fist renamed to Verdant Flail. Altered to emphasize robotics/cybernetics/high technology rather than siege (moved to Hammer) and chemical warfare (which nevertheless remains an aspect of their arsenal)

Transmetallic Confederation/Timeline Proposals

 * Y4: TmC contact the Rach/PKs, after hearing of their distress through their espionage network, and offer espionage/research/direct support. Remain neutral, but PK leaning, and help other members as the alliance expands. Scuffles with the Skrey that push them towards the PK more, but more inclined to maintain the status queue. Presumably participate in Operation Stormbreaker as well.

Sauran/Timeline Proposals

 * Pre-War: Sauran instigate war with Zaretian monarchy over their practice of slavery.


 * Y1: Sauran are among the first to join the Peacekeeper Alliance. Their war with the Zaretians escalates as the Hammer of the Divine Dynasty of the Margan invade.


 * Y5: As Operation Downfall is underway, the Repzork and Sauran forge a secret agreement. The Repzork, planning to betray the Margan once the war has concluded, receive Sauran terraformation technology/techniques. In exchange, the Repzork promise not to attack the Sauran and offer them refuge in the event the Solidarity falls.


 * Y7: Upon hearing reports that the Repzork are using Marganite at the Diab Theatre, the Sauran discard of the treaty and declare war on the Repzork. They focus their attacks near and around colonies supplying Pact forces in the Baltreos foothold. Repzork organize the 97th Combined Armada to spearhead offensive counterattacks into Sauran space.


 * Y10: As their war machine expands, the Sauran send troops to the Baltreos front in support of the Diabs. Their arrival helps tip the scales in the Alliance's favor, precipitating the Battle of Helia and the subsequent Second Battle of Baltreos.


 * Y11: Sauran make first contact with Asanian Syndicate to halt one of their strip-mining operations with the aid of the Diabs. Retaliation from the Syndicate forces the Sauran to pull manpower from other fronts, contributing to the Alliance's defeat at the Second Battle of Baltreos.


 * Y15: Margan return from the Warp during the Second Battle of Norsus. With the Hammer Dynasty now advancing upon the Karahotdoum, the Red Rose Dynasty advances towards Sauran space.


 * Y17: Rift Incident