Amaker's Lore Proposals

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A master page for me to place all of my lore proposals. Easier for me to keep track of if they are all in one spot. - Amaker

General Lore Proposals[edit | edit source]

Faster-Than-Light Space Travel[edit | edit source]

Text copied from Proposal 'B' on Talk:Space Travel

My rationale** remains the same as above, but with some tweaks to certain aspects, most notably cosmology:

  • Realspace: EAW as we know it. Material universe.
  • Subspace: Barrier/layer between Realspace and Deepspace. While operating on its own physical laws, subspace is influenced both by realspace and by deepspace, and as a result is a dimension of flux. While a ship can enter subspace from anywhere, gravitational and void-based disturbances make some areas difficult or even outright impossible to navigate due to sensors being unable to plot reliable coordinates. This limits reliable travel to a series of 'tunnels', areas of subspace free of disturbances. Because the galaxy, and subsequently gravity wells, are in constant motion, these tunnels gradually shift as time passes. Such changes are predictable and each to track. Rarely, however, tunnels can shift dramatically in a short span of time, a behavior theorized to be a result of the void.
  • Void/Deepspace: An alternate dimension similar to realspace in that it is inhabited by sapient lifeforms. However, it is otherwise wholly alien, operating on its own physical laws. Research into deepspace is ongoing as more races experiment with using deepspace for FTL travel.

Subspace/Hyperlane Drive [B][edit | edit source]

Subspace drives open a portal into the subspace tunnel network connecting one point to another. Subspace drives are generally regarded as the 'standard' FTL drive by most races due in part to its benefits:

  • Though reliable travel is relegated to the tunnels, subspace requires relatively little energy to enter, making it an efficient form of travel, and for advanced engines, easy to chain jumps.
  • So long as a vessel avoids disturbances, it is easy for a vessel to maneuver while in subspace, making subspace the de-facto drive for shock jump tactics.

Subspace does have a few disadvantages:

  • In war, subspace generally favors the defender, who is likely capable of monitoring their tunnels and thus able to detect invaders. Likewise, subspace portals produce energy that will alert nearby sensors, necessitating that stealth ships utilizing subspace remain outside of sensor range.
  • Artificial gravity wells and sensor jammers can render subspace travel difficult or outright impossible.
  • Though rare, dramatic shifts in the tunnel network can have serious consequences, such as, in exceptionally rare cases, a system being entirely cut off.

Hyperlane[edit | edit source]

Hyperlanes are theoretically permanent, stable subspace tunnels created through artificial means. Though the technology is in its infancy, attempts to produce a tunnel by tearing a hole from subspace into deepspace and using that to 'construct' a tunnel have proven successful, with the added benefit that such tunnels are generally uninhabited. Artificial tunnels require an astronomical amount of energy to produce, and it remains uncertain if the tunnels can be maintained indefinitely. Some have also voiced concerns over the potential consequences of constantly tearing the inter-dimensional rift.

Jump Drive [B][edit | edit source]

Jump drives are the primary form of realspace FTL and function more or less the same as already described. Though they bypass the tunnel network and are extremely fast, they require a vast amount of energy, increasing their cool down time; can only go in a straight line, and have a limited range. Jump drives are excellent for surprise attacks and short-range travel, but if the user finds themselves in an unfavorable position, they have no means of quickly withdrawing.

DeepDrive [B][edit | edit source]

Deepdrives function similarly to how they did in my initial proposal. Good for stealth and range, but difficult to navigate due to its many hazards. Reliable sensors are a necessity, as is a strong energy reserve.

Author's notes [B][edit | edit source]

This alteration seeks to address/resolve a few questions:

  • Why doesn't every race just immediately jump to an enemy's home planet?
    • While there is the obvious answer that the invader would be placing themselves in the midst of millions/billions of troops, each drive runs into its own problem when attempting what is presumably a very long-range jump:
      • Jump drives simply do not have the ability unless you pump an absolutely obscene amount of power into it. In which case, by the time you reach your destination, you're probably sitting adrift.
      • Subspace would first need to find a tunnel to the homeworld, presuming that the defenders have not blocked them with jamming equipment.
      • Deepdrives are theoretically the only drive capable of performing this feat, but they return to the same issues of the jump drive (it would thus need to be within a fairly close range, necessitating fighting the enemy), as well as the fact that the deep is itself chaotic and poorly understood.
  • This allows for a very lenient lane-based system ultimately dictated by whatever the plot demands. We can have this system without ever having to really use it if so desired, or if we want to add some zest to an event, have a vital subspace tunnel suddenly shift, placing one side at a potentially catastrophic disadvantage or opening a golden opportunity.
  • This system helps to naturally produce vital strategic areas/choke points, giving somebody targets to focus on.
  • Border blockades are still perfectly possible. While jump/deep drives could bypass them, the majority of ships would still rely on subspace in some form or another, while ships using jump drives could be intercepted at their destination.

(**: All forms of space travel must balance speed, stealth, mobility (the ability to either chain jumps and/or maneuver in their sub-dimension, whichever is relevant), and range. Each method can have 2 or 3 of these attributes, but not all 4. There must be detriments and benefits to each one.)

Race Proposals[edit | edit source]

Skrey/Barrakru Kaat[edit | edit source]

  • 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.

Necraal[edit | edit source]

  • 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.

Virisus[edit | edit source]

Biomatter/Xenochyrtrid[edit | edit source]

Nuverian Union[edit | edit source]

Tegotians[edit | edit source]

Dragoneterans[edit | edit source]

Margan[edit | edit source]

IAE[edit | edit source]

History of the Local Sector[edit | edit source]

Timeline/Event Proposals[edit | edit source]

Combined Timeline[edit | edit source]

Legend[edit | edit source]

Bold text - New event/proposal

Italics - Alteration of existing event

([]) - Race/Planet/event/etc requires new name.

(?) - Uncertain/possibly to be altered in some way.

Prelude[edit | edit source]

  • (Author's notes: As of right now, all events listed are to be within the span of 100 or so years. Arbitrary. Can be adjusted. Primary goal to list events directly contributing to the war in some form or another.)
  • Asanian Syndicate is founded - Asanians consume their progenitors, the Ge'Va, eventually giving rise to the Mixed, who unite the warring Asanians and lead their race into the stars.
  • Kyran conflict - The fledgling Sauran Solidarity, after a pitched battle with a race known as the Kyran, drive away the invaders, cementing the Sauran's presence in the Local Sector.
  • The Margan turn on and exterminate the Seraphim Dynasty for committing the heresy of enslaving alien races who had come to worship them.
  • After the unpopular pacifistic reforms of King Moscassin damaged the Zaretian economy, General Breys, with the backing of numerous military and civilian officials, overthrows Moscassin and crowns himself king. The new king reintroduces slavery and rebuilds the Zaretian military as be begins a new period of expansion. Though a ruthless ruler, his reforms are successful in revitalizing the economy. Moscassin and his followers begin a guerilla campaign against the new regime.
  • [Saracin LXI] is crowned emperor of the [Saracin Empire]. An ambitious, energetic young man, [Emperor Saracin] seeks to rejuvenate his empire with the ultimate goal of returning the [Saracin] to their former glory. To this end, he focuses his efforts on combating corruption, reforming antiquated government institutions, and expanding the military in preparation for expansion.
    • In the years to follow, tension grew between traditionalists loyal to the throne and factions demanding democratic government reforms. [Emperor Saracin] wasted no time in suppressing these groups, which he viewed as a threat both to himself and to the empire as a whole.
  • [Newveria]-IAE cold war - tensions rise between the Newveria and IAE over territorial disputes and conflicting goals, with both seeking to become the dominant hegemonic power in their area of the local sector.
  • Repzork begin (or renew?) trade with Zaretian Monarchy, Moscassin having been unwilling to work with the empire. Having already been on good terms with the [Saracin], proposals for a Zaretian-Saracin-Repzork 'triple alliance' are proposed but never get beyond mutual non-aggression pacts, trade, and occasional collaboration.
  • Tarsovis Visaria is appointed to Grand Marshal of the Repzork Empire. Tarsovis' reign has in many ways been a continuation of his predecessors and has seen the empire continue its expansion, induct more client states, and continually update its military with new technology and doctrines. As a result, the empire has gradually become a bigger influence in interstellar affairs.
  • The rise of militant powers, and the subsequent conquest of various minor powers, does not go unnoticed by the wider galactic community. The [Newveria], Diabs, and others, while still focusing on their own affairs, keep a watchful eye on these developments and begin preparing their forces for potential future conflicts.
    • The covert Rach take a more direct approach, using their mastery of stealth and subterfuge to subtly frustrate militant efforts, though most of these attacks are too small in scope to cause any lasting harm. Some, such as General Gorach, begin calls for military reform, fearing that the Rach would be unable to hold their own in a conventional war. His warnings, however, go unheeded.
  • The Xenochytrid are identified for the first time when an infestation emerges in [insert race here]. Over the next several years, it is discovered that multiple hives of Xenochytrid have been slowly expanding into the local sector and are becoming an ever-growing concern. In response, various organizations combine their resources to form the now-famous Anti-Chytrid Task Force, or ACTF, whose sole purpose is the extermination of Xenochytrid wherever they are found, regardless of one's personal loyalties.
  • Repzork-Nepharian Cold War - The Repzork begin expanding into a region that had fallen under Nepharian influence. Both sides seek to acquire valuable ancient artifacts and to attain dominance over the area. While tensions are high and both sides mobilize forces, they occasionally trade with one another, the Repzork selling off artifacts of little value in exchange for resources.
  • After years of bloodshed following the usurpation of the Ulthubag Clan, the [Gyrr] are united under the socially and technologically progressive Tazorag great clan and its allies. Tazorag aims to pull the [Gyrr] away from their tribalism, establish a strong central government, and prepare the [Gyrr] for the wider galaxy.
  • Tensions rise between the Karahotdoum and the Yami Trade Union, resulting in the Karahotdoum keeping the bulk of their troops in the Karahotdoum-Yami border zone.
  • Sauran forces liberate a Zaretian slave camp, instigating war between the two powers.
  • The Margan emerge in the Local Sector after purging the neighboring Sedramitan Threshold(?). The refugees from the short-lived Sedramitan Resistance Front(?) flood into the local sector, seeking shelter in the [Newveria] and elsewhere, spreading news of the Margan's atrocities. The Rach begin covertly hampering Margan efforts, but to little success.

Year 1[edit | edit source]

  • Peacekeeper Alliance is founded by the Rach to defend minor powers and to defeat the Margan. [Newveria], Sauran, and Karahotdoum join. Karahotdoum, due to ongoing tensions with Yami Trade Union, provide strictly financial support. At the same time, they continue trading with Pact or Pact-leaning powers the magistrates consider to be non-radicals. (This is straight from the Kara wiki don't ask me)
  • Peacekeeper Alliance scores several rapid victories against the Margan, encouraging other minor powers, such as the [Dragoneteran], into joining the alliance.
  • Margan propose an alliance to the Zaretian monarchy. The two agree to talk on Zartar. News is leaked to the Peacekeepers, who deem any attempt to intervene to be too risky.
  • Raid on Zartar. Rach Emperor Coradine, acting behind his generals and advisors, sends assassins to Zartar to disrupt the meeting. The assassins are subdued, and the Zaretians ally with the Margan, forming the Warlord Pact. Great War officially begins. Those fearful of Peacekeeper policing quickly flock to the Pact for the ideological promises of freedom & sovereignty. Blame initially falls upon Rach Ops Lead Kertak, and while he repeatedly declares that he never ordered the attack, Coradine is never ousted as the perpetrator. Suspicion would follow Kertak throughout the war.
    • The Margan divide their forces to several fronts:
      • The Holy Dynasty focuses on the Rach.
      • The Hammer of the Divine joins the Zaretians in their fight against the Sauran.
      • The Golden Blade & Azure Shield engage the [Newverians].
      • The Red Rose & Verdant Flail focus on minor powers.
  • The [Saracin Empire], honoring an ancient debt to the Zaretians for their assistance in the [Rahg'shaol War] and ideologically opposed to the Peacekeeper's ambitions, joins the Warlord Pact and begins a drive into Rach space.
  • The Peacekeepers are forced on the defensive, with the Rach in particular suffering catastrophic losses as a result of their woefully unprepared military.
  • Raid on Station SRD72. Rach forces infiltrate a top-secret Saracin research & observation facility and discover that a mole has leaked information regarding Norsus' sensor scrambler net to the Pact. Efforts begin to uncover the traitor without success.
  • The IAE, despite their reservations towards Warlord leadership, joins the Pact as a deterrent against the [Newveria]. Though they perform covert military operations, they primarily provide arms and funding to the Warlords. However, these activities will in time be discovered by the [Newveria], who quietly monitor and subvert IAE activity when possible.

Year 2[edit | edit source]

  • Battle of Zetta Secundus (Do we want to rename?) - The Peacekeepers score their first major victory in the Rach theatre when [Newveria] naval forces deal a harsh blow to the Zaretians, temporarily halting the Zaretian offensive as the Monarchy withdraws to reorganize. The battle reveals fatal flaws in Zaretian naval doctrine that will continue to plague them for the next several years as they gradually alter their strategy and begin producing new ships.
  • The High Chamber, the ruling body of the Repzork Empire, votes 5-2 in favor of joining the Warlord Pact with the intent of preventing Peacekeeper hegemony and dissuading the Nepharians from joining the Alliance. The Repzork open a front against the [Newveria], their first targets being the supply lines feeding the other fronts, and send troops to support Pact forces in Rach space.
  • [Saracin] & Margan forces successfully destroy a prominent [Newverian] base in the Rach theatre, routing local Alliance units. Zetta Secundus is captured.
  • Pact regains the initiative against the Rach. [Newveria] and Sauran are forced to pull some troops away from Rach space to defend their own borders.

Year 3[edit | edit source]

  • First Battle of [Aserai] - The Zaretian test their overhauled naval doctrine against the [Dragoneterans] to great success. [Dragoneteran] homeworld[very likely to be changed] and military suffers significant damage.
  • Infestation of Dralix - While the Battle of Aserai was underway, the [Dragoneteran] colony of Dralix suffers a Xenochyrtid infestation and is ultimately overtaken. Rather than purging the planet, the Dragoneteran retain it for study, angering the Anti-Chyrtid Task Force, who attempt to dissuade without success.
  • The young and ambitious [Necraal Sovereignty] joins the Warlord Pact to preserve its own social order and to secure a strong position in a post-war world. [Necraal forces] launch attacks against the [Newveria] and Sauran.
  • Dragoneteran-Tegotian War begins. While searching for the missing [Captain Delarus], [Dragoneteran] forces discover the [Bulorians], who had been enslaved by the [Tegotians]. The [Dragoneterans], after having rescued [Delarus], liberate the [Bulorians]. The [Tegotians] join the Pact in retaliation and begin an invasion of [Dragoneteran] space.
    • The overly-ambitious [Dragoneterans], still recovering from the Zaretian attack on [Aserai] earlier that year, suffer heavy losses against the Tegotians. Peacekeeper efforts to relieve them are hampered by the encroaching Pact. In an act of desperation, the [Dragoneterans] develop an airborne Xenochyrtid virus and deploy it against the Tegotians, successfully stalling their offensive. The ACTF soon learns of the attack and reports it to the Peacekeepers, though the Pact soon learn of it through Warlord-aligned task force members. The Peacekeepers force the [Dragoneterans] to destroy the virus as the Pact uses the opportunity for a propaganda coup against the Alliance.
      • Second Battle of [Aserai]. Following the death of the [Dragoneteran] king, the entire [Tegotian] military is deployed at [Aserai] to defeat the Dragoneterans in one swift blow before foreign powers could intervene. The [Tegotians] are encircled and defeated after a costly battle of attrition, resulting in their empire collapsing into anarchy and civil war. Peacekeeper intervention sees the establishment of the [Tegotian Republic], which formally withdraws from the war
  • Despite the difficulties of navigating Rach space, Pact forces successfully destroy the outermost portions of the Rach sensor scrambler network, opening a path into the Rach's inner colonies.

Year 4[edit | edit source]

  • Infestation of [Rotunin] - The neutral planet of [Rotunin], a bustling, fortified trading center, suffers an unprecedented Xenochytrid infestation following a lapse in the city's security protocols. Despite their best efforts, the planet is lost, resulting in millions of casualties. The planet is bombarded to a lifeless state to prevent the infestation from spreading. Membership into the ACTF increases exponentially, with both the Peacekeepers and Warlords offering their support.
  • The [Gyrr Clans], taking advantage of the chaos of the war, begin raiding vulnerable Peacekeeper-aligned settlements. This captures the attention of the Repzork, who bring the Gyrr into the Pact by pledging to keep the ruling great clan, Tazorag, in power. While the great clans and some of their allies possess the ability to wage interstellar war, most Gyrr are instead attached to Pact fleets as auxiliary units, where their raw brawn and relatively simplistic approach to war is used to break heavily fortified positions.
  • The TmC offers its support to the Peacekeepers out of a desire to maintain a status quo and to receive support against the Gyrr, who have been raiding their colonies. They do not, however, formally join the Alliance.
  • Operation Stormbreaker. As the Rach near the point of total collapse, both the Empire of Diablos and the Delani Republic join the Peacekeepers to curb the Pact's growing influence. The Peacekeepers launch an all-or-nothing offensive with the goal of relieving the Rach and breaking the Pact's offensive capabilities. Despite initial success, the Peacekeepers are forced to withdraw due to a combination of attrition, strained logistics, and greater cooperation among Pact armies.
    • Notable events during Stormbreaker:
      • As Pact forces were withdrawing, the Margan stayed behind to buy them time. The Verdant Flail Dynasty successfully pierces Peacekeeper lines and attacks Diab positions for several weeks/months before being repelled.
      • Some isolated Pact units take the opportunity to defect to the Peacekeepers, particularly [Necraal] who were opposed to their nation's strict social conservatism and wary of the Pact as a whole.
      • Repzork forces in the Newverian theatre suffer particularly heavy losses fighting both the [Newveria] and Diabs simultaneously, with at least one armada being knocked out of commission. The High Chamber responds by mobilizing more of its forces, among them the prestigious 14th and 277th armadas.
      • An attempt to assault the [Gyrr] mainland by an overconfident Delani commander ends in disaster as the Gyrr prove more capable than initially anticipated.
      • Though they play a minor role in the offensive, the Rach perform raids behind enemy lines and score a number of victories, most notably the destruction of a major [Saracin] starport.
      • The Warlords establish the Pact Combined Military Command (PCMC) to facilitate cooperation between the members of the Pact. An official liaison for lend-lease is also established to encourage the sharing of resources, equipment, and technology.
      • The IAE becomes fully involved in the war after the Newveria & Diabs begin attacking IAE supply convoys bound for the Pact and close in on the IAE mainland.

Year 5[edit | edit source]

  • Operation Downfall - With the Peacekeepers having withdrawn, Pact leaders convene at Holy Thereia to begin planning the invasion of Norsus and the destruction of the Peacekeeper Alliance. Anticipating that an all-out assault on Norsus would result in a bloodbath, the Pact plans to launch simultaneous attacks against each of the major Peacekeepers so as to prevent them from supporting each other and to open the doors to Norsus. For this phase of the operation, codenamed Sledgehammer, the Pact divides its forces as so:
    • The Margan Holy Dynasty, Zaretians, [Saracin], and [Gyrr] auxiliaries are sent to destroy what remains of the sensor net protecting Norsus. This operation is codenamed 'Pierce the Veil'.
    • The Margan Golden Blade and Azure Shield Dynasties, Zaretians, [Saracin], IAE, Repzork, and [Necraal], are sent to assault the [Newverian] border blockade.
    • The Margan Red Rose Dynasty, Zaretians, [Necraal], and [Gyrr] auxiliaries, are sent to attack the Sauran with the goal of eliminating their growing war industry.
    • The Margan Verdant Flail Dynasty, Zaretians, IAE, Repzork, [Necraal], and [Gyrr] are tasked with establishing a foothold in Diab space.
    • The Margan Red Rose Dynasty, Zaretians, [Saracin], [Necraal] under the personal command of [Crown Prince Bael'thir], and [Gyrr] are sent to retaliate against the Delani.
      • (Author's note: Avoiding an Order of Battle at this moment; as such, while this /looks/ absolutely huge, each wing is of varying size. So simply stating which race went where. I am also extremely unsure on this particular aspect, so this is definitely open to debate.)
  • Sledgehammer began with all 5 offensive wings deploying simultaneously. Though the Peacekeepers had been anticipating a counterattack, they are unprepared for the unprecedented scale of the Warlord offensive. Sledgehammer plays out as follows:
    • Pact forces establish a staging area in the [Newverian] frontier and lay siege to the border blockade at various points. Though the [Newverians] score an early victory against the Zaretians, they are unable to seriously hamper the offensive, the Pact focusing solely on destroying [Newverian] military and manufacturing targets wherever they are found. As the First Battle of Norsus begins, the [Newverians], in a desperate gambit, lure the Pact into a trap by deliberately withdrawing from the blockade. Just as Warlord forces began to cross into the mainland, the [Newverians] returned en masse and encircled a large swath of Pact fleets in what has since become one of the largest naval battles in known history. Ultimately, the Pact escapes due in part to the efforts of the Margan Firewing fleet, which sacrifices itself to breach the encirclement, allowing the survivors to link up with those outside. Though the [Newverians] are victorious in that the blockade still stands, they suffer devastating losses in manpower and starships.
    • Pact forces make swift progress against the Sauran. With the aid of Archon Ferivus of the Holy Dynasty, the Margan employ a diversionary attack, allowing the main thrust to begin carving a bloody path straight towards the Sauran's inner colonies as the [Necraal] and Zaretians attack elsewhere so as to further divide the Sauran's troops. Despite their own reservations, the Sauran are forced to employ the weapons that had developed during the Kyran war and successfully blunt the Margan offensive. A delicate stalemate begins to settle, with fighting continuing right up to the First Battle of Norsus.
      • As this is underway, the Repzork and Sauran sign a secret agreement. The Repzork, planning on betraying the Margan once the war ends, secure Sauran terraformation technology with the promise that they will leave the Sauran alone and will offer the Sauran protection within their own borders if the Solidarity were to fall.
    • The Diab wing of the offensive plays out as stated here (With the likely caveat that the IAE were in some way involved.). TL;DR: Pact forces occupy the Vedrthar sector, including its capitol, the bustling world of Baltreos. Offensive is halted due to the destruction of the Norsus scrambler network and the offensive itself losing momentum as it attempted to stretch deeper into Diab space.
    • Cut off from their allies, the Delani have few answers to the Pact offensive and thus dedicate most of their available troops to the defense of the mainland. Though the gambit pays off in stalling the attack, it leaves various Alliance logistics bases/supply lines vulnerable, resulting in their destruction. [Bael'thir], in seeking to legitimize his right to the throne, wages a bloody yet honorable war by [Necraal standards], best exemplified when an aggressive Xenochytrid infestation begins. Despite the protest of his Pact counterparts, Bael'thir assists the Delani and ACTF in destroying the infestation.
    • General Gorach, with what support he could muster, had used the time provided by Stormbreaker to extensively fortify what was left of the Norsus sensor scrambler net, creating what is informally referred to as the 'Gorach line'. His defenses included Pact defectors and volunteering Kastalians, the Survivors having emerged during Sledgehammer to provide the Peacekeepers much-needed support. Though their efforts seriously hampered the Pact invaders, the Warlords nevertheless destroyed each scrambler as they closed in on Norsus. Following the destruction of one of the scramblers, Gorach lead a rescue mission to free Peacekeeper troops who had been taken prisoner. The general encounters and duels Zaretian general Gancarda, who stabs Gorach in the shoulder with his sword. Sky legion troops then intervene, allowing Gorach to escape. With only one scrambler remaining, Gorach returns to Norsus to plead with Coradine for permission to use the Rach's top-secret emergency arsenal. Coradine refuses, enraging Gorach, who storms out of the emperor's office. Minutes later, sirens blare across Norsus as the sensor net unexpectedly shuts down despite the remaining generator still in one piece. Gorach returns to Coradine's office, only to find Margan. After dispatching the invaders, Gorach discovers that Coradine had deactivated the scrambler, gave the Pact coordinates to Norsus, and fled. Gorach declares himself emperor and prepares to defend the planet.
    • The Transmetallic Confederation continued its covert support of the Peacekeepers, chiefly by harassing Pact supply lines, but ultimately play only a minor role during Sledgehammer.
  • First Battle of Norsus - With the scrambler net down, the Pact advances towards Norsus, with the Holy Dynasty committing the bulk of its fleets, led by the High Priestess herself, to the attack. As expected, the Peacekeepers are largely incapable of providing any meaningful support, with the sole exception of the Diabs, who arrive in time to meet the invaders. Gorach, realizing that defending the planet is impossible, evacuates as many Rach as he can into underground exodus ships while he personally explores the planet's catacombs. In doing so, he discovers a device that produces a gargantuan portal into the Void. Left with no other option, Gorach orders the Rach to flee into the portal as the Diabs and the remaining defenders continue to buy them time with their lives. Unwilling to let the Rach escape and believing the portal to be a teleporter, High Priestess Massachiah, after having finally repelled the Diabs, orders her forces to chase after the Rach. The exasperated Zaretians and [Saracin] attempt to dissuade her to no avail, though some Margan quietly disobey and stay behind, an action that would later brand them as renegades by their brethren. Before Massachiah realized the situation she found herself in, the portal closed behind her, locking both her and the fleeing Rach in the void.
  • Operation Downfall ends as the unexpected loss of the bulk of the Holy Dynasty causes the Pact to grind to a halt. As Margan leaders convene to discuss what to do next, Pact troops consolidate their gains and mend their losses. The Peacekeepers, too bloodied to fight back, do likewise. Though sporadic skirmishes continue to break out, a lull falls over the local sector as both sides begin planning their next move. Norsus itself, a charred husk of what it once was, falls under Zaretian occupation. The Zaretians round up any Rach who were unable to escape and scour the planet's catacombs to uncover any abandoned technology. Coradine, now a wanted man, disappears from the galactic stage. Remaining Rach likewise vanish or find refuge in allied states, particularly the [Newveria].
    • Detailed overview of the aftermath & Consequences:
      • With the High Priestess gone, a rift formed between the matriarchs of the Margan dynasties. The Golden Blade, citing its seniority, attempted to assert its authority over the other dynasties. They received the support of the Red Rose, but the two's reluctance towards working with their Warlord allies drew sharp criticism from both the Azure Shield and Verdant Flail dynasties, which believed that working with the Pact was the only way to ensure victory, and thus, the survival of their species. The Hammer of the Divine, whose matriarch is one of the High Priestess' siblings, sided with the latter, claiming that Massachiah herself would have done the same. Though they never come to blows, the two groups ultimately go separate paths, the Golden Blade and Red Rose distancing themselves from the Pact and pursuing their own objectives.
        • (Author's Notes: This should not be interpreted to mean that any of the Margan have come to truly, genuinely /like/ their allies. It is entirely an argument over what is practical for their pursuit of the Holy Goal)
      • Though her offensive was ultimately halted, Margan General Markila Farshot's actions against the Sauran earns her the promotion to Archon, the first of the Hammer Dynasty. Likewise, Blademaster Vissha of the Holy Dynasty is chosen as Archon Ferivus' Disciple and the preeminent candidate for the next Holy Dynasty Archon, though with both lost in the Void, this news is not known to the other dynasties.
      • While the Pact never had an official 'leader', the Margan had been in a position of particular influence in guiding the Pact's objectives, particularly within the past two years during Operations Stormbreaker & Downfall. With the Margan divided, a power vacuum formed that saw the Zaretians, Saracin, [Necraal], and Repzork vie to expand their influence over the Pact as they planned their next operation. Ultimately, similarly to the Margan, ideological and strategic differences instead produced cliques between the various Pact leaders; though the PCMC and lend-lease were still in use, the cliques remained primarily committed to their own priorities.
      • Certain Warlord powers, such as the Repzork, who had been anticipating a swift and deceive end to the Peacekeeper Alliance, instead alter their plans in preparation for a prolonged and likely much bloodier war.
      • With the Rach Empire effectively destroyed, the [Newveria] take a leading role in the battered Peacekeeper Alliance, the Diabs unwilling to tie themselves with 'bureaucratic lunacy'. The [Newveria] gradually steers the Alliance from its idealistic origins of protecting the weak, focusing instead on survival and on defeating the Pact. This generates friction between the Newveria and its supporters against those who still clung to the Alliance's original ideals, such as the Sauran.
      • News of the events of the past two years, combined with the destruction of Norsus, spreads far beyond the boundaries of the war, inspiring others to join one cause or the other. Neutral powers, anticipating a future visit, prepare their armies in the event of invasion.

Year 6[edit | edit source]

  • Over the past several years, the Yami Trade Union had been weakened by several consecutive crises culminating in them signing a peace treaty with the Karahotdoum so that they could focus on their internal affairs. The signing of this treaty coincided with Operation Sledgehammer. News of the Pact's rapid advance, the various atrocities committed by their troops, and the eventual destruction of Norsus outraged the Karahotdoum populace, who pressured the Karem government to intervene. The government agreed and began a recruitment drive which proved so successful that they nearly lost count of the number of volunteers.
    • In the early months of the 6th year of the war, as both sides were preparing to resume major operations, the Karahotdoum opened fronts against the Zaretians, [Saracin], and IAE, all the while sending out expeditionary fleets to support Peacekeeper forces elsewhere. The Pact were once more forced to delay their plans in order to fight the Karahotdoum, providing the Alliance a much-needed reprieve. The Karahotdoum enjoy considerable success against the Zaretians and Saracin, but suffer heavy losses, particularly against the IAE, as a result of most of their troops being inexperienced recruits.
      • Pact forces counterattack and open fronts against the Karahotdoum, chief among them the IAE, Repzork, & Necraal (?). The Red Rose also launch attacks against the magistrate, but largely refuse to cooperate with their Warlord allies, much to the irritation of Pact leadership.
  • After prolonged deliberation, the Repzork High Chamber approves the weaponization of Marganite, with the caveat that such weapons can only be employed on foreign soil. Development of various Marganite weapons begins. (Moved from year 7 to 6)

Year 7[edit | edit source]

Year 8[edit | edit source]

Year 9[edit | edit source]

Year 10[edit | edit source]

Year 11[edit | edit source]

Year 12[edit | edit source]

Year 13[edit | edit source]

Year 14[edit | edit source]

Year 15[edit | edit source]

Year 16[edit | edit source]

Year 17[edit | edit source]