NationStates Jolt Archive


A Guide to Weyr

Weyr
26-07-2004, 22:54
This will be a basic guide to Weyr.

Sections:
Weyr-at-a-Glance (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=3)
Demographics (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=4)
Clans (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=5)
Geography (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=6)
Diplomacy (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=7)
Transportation and Travel (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=8)
Magick (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=11)
Law and Order (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=12)
Politics (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=13)
Trade, etc (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=14)
Military (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=15)
The High Guard (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=16)
Naval Guard (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=17)
Skyfleet (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=18)
Static Defenses (http://forums2.jolt.co.uk/showpost.php?p=6633989&postcount=19)
Espionage (http://forums2.jolt.co.uk/showpost.php?p=6634043&postcount=20)
Weapons ( )


Code:
Black = standard IC
Red = standard OOC
Blue = character comments

The Kingdom of Weyr is a huge, socially progressive nation, renowned for its punitive income tax rates. Its hard-nosed, hard-working, intelligent population of 669 million live in a state of perpetual fear, as a complete breakdown of social order has led to the rise of order through biker gangs.
Five Civilized Nations
26-07-2004, 22:56
Well, you could actually make the links, Weyr...
Weyr
26-07-2004, 22:57
Population: 669,000,000
Type: Urban
Tech Level: Magitech/Pseudo-Modern

Principal geographic regions: 4 (desert, swamp, floodplain, highland)
Ecologic status: barren
Major rivers: Wye River, Whitewater River

UN Category: Anarchy
ivil Rights: Excessive
Economy: Very Strong
Political Freedoms: Corrupted

Government type (theoretical): Kingdom
Government type (effective): Confederation/Republic
Society type: self-policing anarchy
Economy type: social capitalism

Current ruler: High King Alicia li’Wye
Number of Councilors: ±1288
Number of major city regions: ±354
Number of major political parties: ±182

Official Language: N/A
Primary Languages: Weyrik (common), Weyrik (high)
Secondary Languages: English, Russian, Japanese, Sindarin, Quenya
Weyr
26-07-2004, 23:00
Liberal, self-confident, quite arrogant, Weyreans are generally a tolerant bunch. Generally. In reality, there are more divisions in Weyr than there are hair follicles on a human body. Weyr is very urbanized, very diverse, and very violent.

Nearly half of all Weyreans are humans. The other half is comprised of elves, dwarves, trolls, pictsies, sprites, hive, etc. Most of the time they get along. Most of the time.

Religiously, Weyr is predominantly ‘atheistic’. However, Weyr is home to a wide variety of spirits and other non-god entities, which do not require belief, and which most of the population knows exist. As such, Weyr is ‘atheistic’.

Net Population: 669,000,000
Birth rate: 3.1
Unemployment: 2.1%

Humans: 49%
Elves: 31%
Dwarves: 10%
Hive: 0.01%
Other: 9%

Krim: 10%
Christian: 9%
Judaism: 5%
Islam (Sunni): 2%
Islam (Shiite): 2%
Buddhist: 3%
Atheist: 52%
Other: 17%

Cities
Wye
Population: 270,000,000
Location: Mt. Wye
Wye is the cultural and economic heart of Weyr. A megapolis of nearly three hundred million, it is highly diverse, and very violent. Life is short, and cheap, as various clans vie for supremacy in Wye’s streets and homes.

Tripoint
Population: 120,000,000
Location: Tripoint Island
Tripojn t is a Wye winnable. Lacking the vitality and attraction of Wye, it is always second place in everything. Tripoint sits on an island on the junction of the Wye and Whitewater rivers. As such, it is a major node for the cargo ships that travel from Wye and Logren to Southport and back. Additionally, Tripoint contains the only major crossing of the Wye River between Wye City and Southport.

Southport
Population: 80,000,000
Location: Mouth of Wye River
Southport is a major hub for oceanic traffic coming to and from Weyr. It is also a major hotbed of religious and political dissent and violence. Containing major groups from nearly every order and religion, it is often the site for bloody riots and murders. Requested to intervene by the City Council, the High Guard’s Southern Corps provides daily patrols, and struggles to contain the violence.

Logren
Popuilation: 40,000,000
Logren is a major mining and manufacturing center, located amidst the broken northern highland region of Weyr. The northern region accounts for nearly 60% of all Weyrean manufacturing capacity, and 90% of Weyr’s mining capacity. Nothing to see, nothing to do.

Valadaar
Population: 60,000,000
Location: Eastern Floodplain
Center for Weyrean agricultural production. Shipments from here go to Tripoint for transport to other nations, or to Wye. It is probably the most boring and unremarkable place in Weyr.
Weyr
26-07-2004, 23:02
Weyrean clans are one of the more interesting features of Weyrean society. Clans are groups who band together for protection, and to create their own brand of order. Some clans are relatively legal, ad participate actively in Weyrean industry and society. Others are more criminal in nature, and act in smuggling ad contraband.

In some cases, the Clans enforce their own laws and regulations. Most clans do not take too kindly on other clan members who enter their territory. Although a truce exists most of the time, fighting amongst clans is quite common.

Powerful clans such as the li’Illorin have their own small armies. It’s perfectly legal to won tanks and military weapons. On some days, you can find full-fledged battles raging in some areas of Wye City.
Weyr
26-07-2004, 23:03
Weyr is divided into four distinct geographical zones.

The North

The north is rugged and broken, with many low mountains and cliffs. Industrial cities dot the landscape, connected by steamers and canals. Piracy and smuggling is common along the cliff-faced northern shores.

the South

The far south is predominantly swampland. Alligators and tropical behemoths can be found here. Small villages of followers of the one g0d Krim can be found here. The High Guard and the locals have called a truce long ago, and the tenacious peace has thus far held. The swamps are also a haven for smugglers and pirates, and the naval guard is only now beginning to crack down on the illicit activities in the region.

The West

The west is highly arid desert. Beginning a dozen kilometers from the western shores of Wye River and stretching west as far as Magicality, the western desert is a nightmare for unprepared travelers. Most travel is done via haweyr or camel, and outsiders are highly encouraged to get local guides.

Most of the local population consists of nomadic herders, although some live in the few large settlements located near oases or above aquifers. A steamer line has been recently chartered and now links the major settlements in the region.

The East

The east and center is low field and floodplain. Cities and townships are scattered over the region, linked by roads and steamers. Brown grasslands and cultivated fields stretch as far as the human eye can see.

Sundry

Weyr is always very hot, with daytime temperatures sometimes reaching 320K.

The Wye River flows through the center of Weyr, and is its main commercial avenue aside from steamer transport. It is approximately 3-5 kilometers across, and the only major crossing points are at Southport, Tripoint, and Wye.
Weyr
26-07-2004, 23:05
In general, Weyr holds a policy of non-aggression towards other nations. This means that you don't kill Weyrean citizens or diplomats without provocation or without at least 24 hours warning. In return, you can do whatever you want. Weyr doesn't really care if you kill Weyrean nationals who are caught in a warzone.

Weyr welcomes the embassies of other nations. All foreign embassies are located within Embassy Tower, a massive skyscraper at the heart of Wye. The Diplomatic Service provides security, basic services, and secure telecommunications. Furniture, electronics, special services, and any other amenities are provided upon request. The Diplomatic Service pays for all services. It should be noted that security and safety of any foreign delegates is not guaranteed outside of Embassy Tower unless those delegates are accompanies by Diplomatic Service staff.

The Kingdom of Weyr has no restrictions on trade, and permits nations to freely buy and sell all goods and substances within its borders. This includes, but is not limited to: weapons, toxic substances, motor vehicles, WMDs, foodstuffs, raw materials, and finished goods. This cannot be restricted or expanded upon by any treaties.

The Kingdom of Weyr does not recognize extraterritoriality. Weyr’s courts will try any foreign delegates or visitors in accordance with Weyrean law.

This includes:
- Trial by an elected jury within seven days of arrest
- A free lawyer, to be given upon request
- Communication with any party, after arrest, via a monitored link
- The ability to sue for personal damages incurred while under arrest

However, foreign delegates are permitted to have their home nation pay for the court fines. It should be noted that Weyrean courts issue sentences that are monetary in nature.

Weyrean law has only three crimes: murder, theft, and malicious manipulation.
Weyr
26-07-2004, 23:08
Getting into Weyr is as easy as getting onto an airplane. We do prefer if you have some passport or identification, as that makes it easier to keep track of who enters the nation. There are no restrictions on what you can bring in or take out. Most persons arrive via Wye Int’l Skyport. You can also enter by ship through Southport, or by ground via Magicality or Gramal.

Getting around Weyr can be tricky at times, due to a general lack of petrol cars. Weyreans range from friendly to outright hostile when it comes to hitchhikers. The Diplomatic Service reccomends you bring a weapon and know how to use it.

Steamer
Steamers are fast trains that follow major Weyrean leylines. Fast, safe, and reliable, they are the predominant mode of inter-city travel in the kingdom. Steamers themselves are nothing more than average trains that hover approcimately one meter above the ground. Their internal cycler engines use the energies of the leylines for acceleration and levitation.

Boat
Ferries and passenger boats travel up and down Wye River and its many tributaries. Ships are especially useful along the northern and southern coastlines. Travelers should be warned that the Naval Guard is only now bringing the pirates and smugglers along the coast into check.

Airplane
Airlines have regular flights between major cities.

Haweyr
Haweyrs are a cross of a camel, a horse, and a yak. Hardy, sure-footed, and relatively swift, they are capable of crossing even the great Western Desert wastes. You can buy them nearly everywhere. Haweyrs are –not- rented, unless they’re at the end of their usable life span.
Khrrck
26-07-2004, 23:08
Tag.
Ilek-Vaad
26-07-2004, 23:12
Very informative.
Weyr
26-07-2004, 23:13
Weyrean magick is based on fundamental scientific principles. A mage cannot create something out of nothing. A mage cannot bring the dead back to life.

Vocab:
The 'net: a collection of leylines and nodes that extends throughout the multiverse. The ‘net functions as both a power and an information network.

Leyline: a line of power, leylines are formed along travel routes, and in turn are comprised of even smaller leylines

Di-flow: a collection of leylines that flow in one general direction.

Node: a point of intersection for two or more leylines

Line network: a series of leylines that work as one unit

Cycler: an engine designed to draw power directly from leylines.

‘net crystal: an azure crystal that can access the ‘net. Small crystals serve as communication devices. Larger ones have full GUI and can function as personal computers. Crystals use the ‘net as a massive supercomputer. Information is stored directly on the ‘net.

BAT-cell: Binary Analog Transfer cell. A cell designed to soak up energy like a ‘sponge’, to be used at a later time. BAT powers motor vehicles.

Etheric: the plane of existence directly ‘above’ our own.

Sub-etheric: the existence between full etheric and our own. Sub-etheric weapons can harm both mundane and metaphysical beings. Sub-etheric conducts are used to transfer power between engines and BAT cells.

Standard Theory of Magicka: the theory that defines Weyrean magick, as developed by J.W. Leigh and perfected by other teams over the years.
1st Law: Magick(energy) can neither be created nor destroyed
2nd Law: Magick(energy) seeks to remain at equilibrium
3rd Law: The equilibrium of magick is manifested via the leynet

Thaum: a standard unit of measurement. Defined as the amount of energy needed to raise 1 gram of water by 100K (100C).

Truthsense: An ability to tell whether or not the speaker believes that what he says is true. A person with truthsense cannot lie, although he/she can evade the question or obscure the answer.

The Tower: a collection of laboratories, schools, and libraries located at the heart of Wye City. The Tower is a major center for research and development of technologies dealing with both magick and ‘regular’ science.

---------------------------------

Spellcaster: a person capable of making his/her own spells

Mage: A person who makes a living out of studying magick and the thaumaturgic sciences.

: a person with the ability to manipulate the fundamental basics of space-time

[b]Alchemist: a powerful spellcaster dedicated to serving the people of Weyr and the High King

Patterner: a spellcaster who studies the patterns of living and non-living things, and learns how to imbue them with various special properties. Patterners are key in the creation of ‘net crystals, cyclers, and other things. A patterned piece of metal may be unnaturally strong and pure, or very brittle, depending on what the patterner wanted that piece of metal to become.

Healer: a person skilled in patterning and the study of the medical sciences


---------------------------------
You can ignore this section, as many people have found it highly confusing.

Weyrean magic goes against the vast majority of what people believe magick is.

Approximately half a century ago, Josiah Willard Leigh measured and proved the existence of the ‘net. In addition, he also provided the means to quantify and measure the ‘net’s energy. This revolutionized life in Wyer, allowing for a myriad of new technologies that allows Weyr to rise onto the world stage.

The ‘net is short for leynet. It is an omnipresent network of lines of power that winds its way throughout the known universe. However, the ‘net is relatively weak in places where magick is not regularly practices. Thus, most Weyrean technologies cannot function in non-magicjk nations. The useful ‘net extends out to one hundred kilometers outsider of Weyr’s borders.

The ‘net itself cannot be thought of as a series of solid leylines. Instead, each line consists of two di-flows. These di-flows are two oppositely charged conducts that flow in opposite directions. Each di-flow is in turn made up of smaller leylines, Those leylines are in turn made up of diflows, which in turn are made up of smaller leylines. Each line flows in a certain direction, and this flow is due to the principle of equilibrium. The ‘net is always trying to be at equilibrium.

Where leylines cross, a node is formed. Nodes contain more power than normal leynlines, which in turn contain more power than other space.

All beings are part of the ‘net to some degree. As such, large concentrations of living beings naturally create powerful nodeas and line networks.
Weyr
26-07-2004, 23:14
Weyrean law has three crimes: Murder, Theft, and Malicious Manipulation.

Murder is classified as killing another person outside of self-defense
Theft is classified as the taking of goods, services, abilities, or ideas belonging to another entity without permission.
Malicious Manipulation is classified as the induction of another entity into committing a crime or causing harm.

Weyrean law guarantees a trial by jury within seven days of apprehension. Weyrean juries are elected every seven days. A Weyrean jury has no less than five and no more than nine members.

Lawyers and counsel are guaranteed, although their cost is factored into the sentence. Judges are present in order to maintain order and manage the proceedings in court.

Cost-equivalent is the value of an object or service. Net cost-equivalent is the cost of the object minus the cost of the materials that went to make it. Total cost-equivalent is the cost of making the object and the cost of the materials that went to it. The net cost-equivalent of a microchip is the price of the labor. The total cost of a computer is the cost of the labor + the cost of the material + the cost of the design.

A court sentence consists of:
- the net cost-equivalent of apprehending the defendant
- the net cost-equivalent of holding the defendant
- the net cost-equivalent of holding the trial
- the net cost-equivalent of damages done

A convict must repay the court sentence within a set amount of time. If necessary, the government assists the convict in locating a job that will pay off the court sentence in the given amount of time.

If a person is convicted a third time, he./she/it is required to repay the court sentence as usual. Afterwards, the person is implanted with a neural GPS tracker and deposited on the other side of the planet with enough cash to start off. Additionally, the person also receives a magickal/physical brand on the right shoulder. Persons who are found trying to get back into Weyr are tried, forced to work off their court sentence, and deposited back on the other side of the world. A person can have such a sentence rescinded only if three persons vouch for him/her. If the person they have vouched for commits a crime, all four persons are forced to repay the court sentence, and the convict is then removed from Weyr and not permitted to re-enter under any circumstances, unless major evidence appears proving that the convict was wrongly convicted.. Removal of the GPS tracker without deactivation codes has been found to lead to permanent neural damage.

Weyrean police are known as the City Watch. City Watch are maintained by the local city councils. In most cases, City Watch generally ignore the clans, in return for the clans not bothering average citizens.
Weyr
26-07-2004, 23:16
Weyr functions on two levels: the national level, and the local level.

The national level consists of the High Council, and the High King. The High Council wields the most power, and the High King generally is the one who tries to keep the nation from collapsing.

The High Council consists of two sections – the Senate and the Duma. The Senate is elected by popular vote from each city district, and population determines the number of senators. The Duma is chosen by lottery, and the number of representatives depends of population density. The maximum limit for any councilor is eight years, consisting of two four-year terms. A councilor cannot be elected once he/she/it leaves office.

The Senate is elected via a ranking ballot. A voter chooses three candidates for a position, and places them in order from most to least favored. Most favored gets 3 votes; middle gets 2 votes; and least gets 1 vote. This ensures that candidates have to court the middle ground, and prevents highly radical politicians from ascending into office. In the US, this would have had the effect of getting Nader into office, as he would get a ton of ‘middle’ votes from people who wouldn’t want to give their second slot to either Bush or Gore.

Both the Senate and the Duma meet in one conference chamber, and there is no practical distinction between Councilors aside from how they come into office.

The High Council manages national affairs, and determines disputes between city regions. It has the power to declare war, to create national agencies, to make rulings on cases that affect national affairs. . .

The local level consists of many cities and sub-cities. A local council is chosen depending on where it is located. People can choose to have hereditary councilors, to elect them, etc. A local council has the power to nullify a High Council ruling if it chooses to do so. The local councils are the ones that manage day-to-day affairs of the kingdom, and maintain most of the civic infrastructure.
Weyr
26-07-2004, 23:16
Weyr trades in everything and anything, but specializes in heavy and light industries, with most of its factories turning out consumer goods and electronics. Weyr also makes items for export. While Weyr is self-sustaining, it is always looking for sources that can provide regular shipments of certain products. At the same time, Weyr is also generally looking for markets for its own goods.

Exports

Strong capacity
Casino technologies
Automobiles
Publishing
Recreational drugs

Medium capacity
Electronics
Uranium
Medical technology

Weak capacity
Coal

Imports

Strong requirement
Foodstuffs
Organic wastes

Medium requirement
Aviation technology
Graphite
Textiles

Weak requirement
Heavy metals
Weyr
26-07-2004, 23:18
The Kingdom of Weyr has three distinct military branches: the High Guard, the Naval Guard, and the Skyfleet. A space program is in the works, but currently possesses no military capabilities.

Guns and Shells

Weyrean guns are primarily of the sub-etheric type. Shells employed are of similar shape and form to traditional ones. When fired, however, the entire shell is converted into energy, and fired along with the pure energy already stored in the shell.

Because the shells are sub-etheric, they are subject to the laws of gravitation and inertia. Hand weapons are known as 'casters. Large guns are known as heavy 'casters.

An average shell fired from a standard EM-C12 High Guard 'caster can pierce up to ten centimeters of steel at a range of five meters. The heavy 'caster on a Mark III can penetrate the turret armor of an A1M2 Abrams at 7 kilometers.

On Mages

Mages and spellcasters are present in the Weyrean armed forces. Alchemists, however, have never been used in battle.

On Shields

Weyrean shield technology has two aspects. These are the shield's force rating and interface.

The force rating is the amount of force a shield can stop. This is obtained from the P=MA, where P = force, M = mass in kilograms, and A = acceleration in meters per second. The point rating is the amount of force a shield can take on a single point. The net rating is the total amount of force a shield can take over its entirety.

The interface is the system by which the shield obtains its own power and dissipates the force of objects impacting it. Net interfaces are employed for stationary shields protecting large cities, and direct their received force directly into the 'net. This has the adverse effect of damaging other 'net-based systems in the vicinity. An engine interface is one where the engine and shield are linked. This has the adverse effect of sometimes causing the engine to explode when the shield becomes overloaded.
Weyr
27-07-2004, 01:32
The High Guard forms the core of the Weyrean armed forces. It is in charge of standard land defenses, as well as ballistic missile interception. 50% of the High Guard is on active duty at any one time. The other 50% is required to be able to deploy within 24 hours. Although all personnel are granted sixty days of leave each year as a single block, certain soldiers opt out in return for additional pay.

The logistics arm of the High Guard manages the supply and heads all construction projects for the three Weyrean military branches.

The High Guard guarantees positions to persons who enlist out of High School or university, provided that slots are open under the 0.1% limit. This serves a dual purpose of keeping the unemployment level down amongst the graduating population, and of providing the High Guard with soldiers who are generally in better physical shape.

The High Guard accepts persons regardless of their gender, sexual orientation, race, or species. Certain positions, however, require that the recruit be able to pass specific physical tests.

The High Guard combat arm is locked at 0.1% of the current Weyrean population.
The logistics arm is locket at roughly 0.9% of the current Weyrean population.

High Guard ranks and commands can be found |here| (http://www.army.mil/organization/unitdiagram.html )

High Guard military commands:
CHQ: Wye City
General: General Elton Gran

Northern Corps
HQ: Logren
Commander: Colonel Jesus Rodriguez
Description: The Northern Corps is based in the smokestack city of Logren. They keep watch on mines, and make sure that strikes don't become overly violent.

Southern Corps
UQ: Southport
Commander: Colonel Erickun
Description: The Southern Corps is based in the religious hotbed of Southport. Daily firefights against local milias are common, and the death rate for this assignment is the highest in Weyr. New recruits are often sent here after their year of basic training for live combat experience.

Western Corps
HQ: Nar-Eshu’d’Lei
Commander: Colonel Lara Irnofounderson
Description: This is a fairly peaceful assignment. Most of the Corps is deployed along the border with Gramal, although there have been no hostilities between the two nations in decades.

Eastern Corps
HQ: Valadaar
Commander: Colonel Logrimus Elfaran
Description: The Eastern Corps is considered to be a hellish assignment. In daytime temperatures that reach a staggering 120F, most technology inadvertably fails. A good portion of the local garrisons employ Haweyrs and camels rather than mechanized vehicles, and with good reason. This is the smallest corps in Weyr, although the post is by no means peaceful. Local garrisons are tasked with keeping local rtibal rivalries from escalating into full out warfare.

Central Corps
HQ: Tripoint
Commander: Colonel Mara Shen
Description: This position ostensibly includes the city of Wye, although the divisions stationed there operate in nearly complete independance. This is a tranquil post. Most of the garrisons and divisions are tasked with maintaining peace and combat readiness.

Expeditionary Corps
HQ: N/A
Commander: Colonel Naro Luss
Description: The Expeditionary Corps has two functions. it is always kept ready for deployment into other nations, and it is also used as a mobile reserve in case of invasion. The Expeditionary Corps also recieves all trial technology for evaluation before mass purchases are made for the entire High Guard.
Weyr
27-07-2004, 01:34
The Naval Guard acts predominantly as a defensive force. It participates in search and rescue missions, acts against smuggling, tracks foreign ships that come within 150km of Weyrean shores, and protects commercial shipping from attack.

Naval Guard forces consist primarily of fast, agile craft that can operate in shallow coastal waters. The Naval Guard also manages the coastal artillery and the underwater missile/torpedo platforms.

The Naval Guard is divided into three sections: the Northern Fleet, the Southern Fleet, and the Expeditionary Fleet. The Northern Fleet patrols coastal waters around the northern shores of Weyr. The Southern Fleet is the largest fleet, as the southern coast of Weyr is the only coast where hostile forces can make a landing. Additionally, the southeastern swamplands are host to a number of smuggler and pirate groups. The Expeditionary Fleet is currently in the planning stages, and will be tasked with supporting the Expeditionary Corps when it is completed in approximately 15 years.

The Naval Guard is currently undergoing a major overhaul, which is expected to take approximately 10 years.

Rates and ratings can be found |here| (http://www.chinfo.navy.mil/navpalib/ranks/rankrate.html) for enlisted sailors and |here| (http://www.chinfo.navy.mil/navpalib/ranks/officers/o-rank.html) for officers.

Naval Guard military commands:
CHQ: Southport
Supreme commanding officer: Fleet Admiral Masato Storm

Northern Fleet
HQ: Northwatch
Commanding officer: Admiral Jack Chu
10x Orion Class (http://www.geocities.com/doujincorp/orion.html)
24x Skjold (http://www.geocities.com/doujincorp/skjold.html)
8x Defiance (http://www.geocities.com/doujincorp/defiance.html)
2x Dauntless TASWF
4x Meteora (http://www.geocities.com/doujincorp/meteora.html)

Southern Fleet
HQ: Southwatch
Commanding officer: Admiral Ignatius Logan Ren
24x Orion Class (http://www.geocities.com/doujincorp/orion.html)
36x Skjold Class (http://www.geocities.com/doujincorp/skjold.html)
2x Defiance (http://www.geocities.com/doujincorp/defiance.html)
2x Meteora (http://www.geocities.com/doujincorp/meteora.html)
6x Oberon TMDF
6x Leyete Gulf
2x Lin Zexu
6x Li Hongzhang

Expeditionary Fleet
HQ: Southwatch
Commanding officer: Admiral Dan Jay Moscovsky
2x Orion Class (http://www.geocities.com/doujincorp/orion.html)
Weyr
27-07-2004, 01:35
The Skyfleet is Weyr’s air force, and includes the Sakura class skyships and jet fighters. Like all of Weyr’s other military branches, it is designed to be a defender and not an aggressor. As such, the Skyfleet has no long-range strike fighters or missiles.

The Skyfleet is currently going through a complete overhaul, and will only be fully operational in approximately ten years.

Current capacity:
10 Sakura skyships
1,000 Stryker helos
10 C-240 cargo craft

Under development:
Belthazar class [sky carrier]
Akira class [sky battleship]
Destiny class [sky destroyer]
Melchior class [sky frigate]

The Sakuras
There are ten Sakuras in service with the Skyfleet. These are the WSS Sakura, the WSS Subaru, the WSS Red Rose, the WSS White Rose, the WSS Hammer, the WSS Paladin, the WSS Rodina, the WSS Blackbird, the WSS Skyhawk, and the WSS Luna.

Sakura Class
Type: Skyship
Construction: Weyr Sky and Space Design, General Aviation
Launch: Wye Int’l Skyport
Crew: 20 (captain, pilot, navigator, chief engineer, communications specialist, weapons engineer, systems engineer, weapons officer, High Guard officer,
Max capacity: 60
Mass: 400,000tonns (loaded)
Max Length: 370meters
Max Height: 41meters
Max Width: 88meters
Speed: 120km/h cruise, 290km/h max
Power: 2x Fusactor [specs classified], BAT-cell drives
Propulsion: Turboshaft
Endurance: 1 month of supplies for minimal crew

Armor: Composite honeycomb: Aluminium skin, ceramic layering, diamond-resin center.

Sensors
GTXN-4 phased air search radar (700km)
GTXN-4 phased ground search radar (500km)
NSL-81 millimeter wave tracking radar (400km)
Point-blank LIDAR systems
Infrared detection systems
Radar threat tracking and targeting

Electronic Warfare
Wave jamming technology

Armament
Missile: 64x RASN-4 in 2 16-cell banks
Type: Air-to-Air w/ limited Air-to-Ground capabilities
Speed: Mach 5.6
Guidance: passive/active radar, infrared, terminal laser
Warhead: 280kg proximity HE
Missile: 512x Phoenix-2 in 6 32-cell banks
Type: Interceptor
Speed: Mach 6.2
Guidance: passive/active radar, infrared, terminal laser
Warhead: 80kg proximity frag-HE
Gun: 2x 9-gun Broadside HC cannon banks
Type: 140mm 'caster
Range: 44km
Gun: 16x single-barrel turrets
Type: 88mm 'caster
Range: 36km
Gun: 80x 20mm six-barrel ‘gatling’
Type: 20mm
Range: 6km
RoF: 800rounds/min

Cost: US$13.710billion
Running costs: US$80million

Most of the cost comes from the need for dedicated alchemist and patterner crews in assembling the two fusactors and in patterning the armor. Additional cost comes from the massive weapons that must be fitted into a relatively small space. It takes roughly 10 years to build a single Sakura, and no more than two can be constructed in a single period at current capacity.

The Akiras and the new skyships
The Akira class is under development by the Weyrean Skyfleet, which is working in conjunction with Weyr Sky and Space. When completed in four years, it will be the largest and most advanced Skyship in the known world. At nearly one kilometer in length, and packing a tremendous amount of modern weaponry, the Akira will launch Weyr into the new era.

The Akira's armor employs the latest in design and technology. The outer coating is made of mithril-steel, which is three times stronger that steel of the same mass. Interior armor layering is made of ceramic tiles that are built to explode out of holes made by penetrating missiles and munitions, thereby significantly slowing them down. Behind the ceramics is a layer of diamond plating suspended in resin. The diamond plating is designed to stop most missile threats, while the resin absorbs the shock of the impact. Radar-absorbing paint coating has been employed to lower detection.

The interior design of the Akira is similar to that of modern naval vessels, with spaced bulkheads and shock absorbers. Vital equipment and crew stations are located behind additional bulkheads, which leads to greater survivability.

Integrated Fusactors and BAT-cell engines power the Akira. Air jet intakes have been streamlined, giving the Akira a maximum speed of nearly 300km/h. Horizontal and rapid vertical propulsion is achieved via a series of tesla turbines. Levitation is achieved via a revolutionary maglev system that uses both the traditional planetary magnetic fields and magitek levitation.

The Akira weapons systems are fully automated, and capable of tracking and targeting up to a thousand individual targets. Broadside cannon belts, light and heavy cannons, 'gatling' guns, and missile systems are all part of one integrated system. Weapons can also be controlled via crew stations located deep within the skyship. if a weapon is disabled, the crewmember can simply move to an empty station and continue to defend the skyship. A full suite of CIWS and long-range counter-strike systems give the Akira class a tremendous ability to counter assaults and strike back with devastating force.

Akira class
Type: Sky battleship
Construction: Weyr Sky and Space Design
Launch: Wye Int’l Skyport
Crew: 2180
Max capacity: 2920
Mass: 2,100,000tonns (loaded)
Max Length: 690meters
Max Height: 182meters
Max Width: 248meters
Speed: 220km/h cruise, 380km/h max
Maximum Altitude: 8800 meters
Design altitude: 7600 meters
Power: 8x Fusactor Mk3 [specs classified], BAT-cell drives
Propulsion: Tesla turbofan
Endurance: 6 month of supplies for standard crew

Armor
1st shell: Exterior rective armor in three layers, which blow out depending on the threat level detected via sensors.
2nd shell: Composite honeycomb: Mithril-steel skin, ceramic layering, diamond-resin core.

Sensors
Integrated radar search and tracking
Infrared scan
Close-in LIDAR
Geosat uplink
'net intelligence capability
Kamui capability

Electronic Warfare
Radar jamming technology
Aerial radar/infrared decoys

Weapons
Missile: 64x Broadsword in 4 16cell banks
Type: AS missile
Warhead: penetration HE
Range: 500km
Missile: 384x RASN-5 in 6 32cell banks
Type: AA/AS missiles
Warhead: HE Fragmentation
Range: 100km
Missile: 2304x Phoenix-2 in 18 64cell banks
Type: Interceptor
Warhead: proximity fragmentation
Range: 28km

Gun: 2x 30 140mm Broadside artillery belts
Type: 140mm artillery 'caster w/ 30deg cone of motion
Range: 40km on plane
Ammunition: 6/gun
RoF: 2/min
Gun: 42x turret artillery
Type: 78mm 'tankbuster' 'catser
Range: 29km on plane
Ammunition 34/gun
RoF: 6/min
Gun: 36x turret light artillery
Type: 54mm 'rapid-fire'
Range: 24km on plane
Ammunition: 36/gun
RoF: 18/min
Gun: 194x 'gatling' chain guns
Type: rapid-fire 20mm 6-barrel CIWS
Range: 6km on plane
Ammunition: 8000/gun
RoF: 800rds/min

Cost: US$31.983billion
Running costs: US$720million

Belthazar class
Type: Sky carrier
Construction: Weyr Sky and Space Design
Launch: Wye Int’l Skyport
Crew: 6,810 (2,800 Enlisted/NCOs, 210 Officers, 3,800 Aviation)
Max capacity: 8250
Mass: 2,800,000tonns (loaded)
Max Length: 785meters
Max Height: 172meters
Max Width: 278meters
Speed: 200km/h cruise, 270km/h max
Maximum Altitude: 8600 meters
Design altitude: 7400 meters
Power: 12x Fusactor Mk3 [specs classified], BAT-cell drives
Propulsion: Tesla turbofan
Endurance: 6 month of supplies for standard crew

Armor
1st shell: Exterior rective armor in three layers, which blow out depending on the threat level detected via sensors. Does not cover flight deck.
2nd shell: Composite honeycomb: Mithril-steel skin, ceramic layering, diamond-resin core.

Sensors
Integrated radar search and tracking
Infrared scan
Close-in LIDAR
Geosat uplink
'net intelligence capability
Kamui capability

Electronic Warfare
Radar jamming technology
Aerial radar/infrared decoys

Weapons
Missile: 124x RASN-5 in 2 32cell bank
Type: AA/AS missiles
Warhead: HE Fragmentation
Range: 100km
Missile: 1024x Phoenix-2 in 12 64cell banks
Type: Interceptor
Warhead: proximity fragmentation
Range: 28km

Gun: 21x turret artillery
Type: 78mm 'tankbuster' 'catser
Range: 29km on plane
Ammunition 36/gun
RoF: 6/min
Gun: 48x turret light artillery
Type: 54mm 'rapid-fire'
Range: 24km on plane
Ammunition: 36/gun
RoF: 18/min
Gun: 190x 'gatling' chain guns
Type: rapid-fire 20mm 6-barrel CIWS
Range: 6km on plane
Ammunition: 8000/gun
RoF: 800rds/min

Air Wing
TBA
Max capacity: 220 aircraft, 28helos
Cost: US$33.6billion


Destiny Class
Type: Sky Destroyer
Construction: Weyr Sky and Space Design, General Aviation
Launch: Wye Int’l Skyport
Crew: 19 (captain, pilot, navigator, chief engineer, communications specialist, weapons engineer, systems engineer, weapons officer...
Max capacity: 44
Mass: 340,000tonns (loaded)
Max Length: 160meters
Max Height: 32meters
Max Width: 49meters
Speed: 380km/h cruise, 440km/h max
Power: 2x Fusactor Mk2[specs classified], BAT-cell drives
Propulsion: Turboshaft
Endurance: 12 month of supplies for minimal crew

Armor
1st shell: Exterior rective armor in three layers, which blow out depending on the threat level detected via sensors
2nd shell: Composite honeycomb: Mithril-steel skin, ceramic layering, diamond-resin core.

Weapons
Missile: 12x RASN-5 in 1 12cell bank
Type: AA/AS missiles
Warhead: HE Fragmentation
Range: 100km
Missile: 128x Phoenix-2 in 2 64cell banks
Type: Interceptor
Warhead: proximity fragmentation
Range: 28km

Gun: 4x turret artillery
Type: 78mm 'tankbuster' double-barrel 'caster
Range: 29km on plane
Ammunition 36/gun
RoF: 6/min
Gun: 6x turret light artillery
Type: 54mm 'rapid-fire'
Range: 24km on plane
Ammunition: 36/gun
RoF: 18/min
Gun: 18x 'gatling' chain guns
Type: rapid-fire 20mm 6-barrel CIWS
Range: 6km on plane
Ammunition: 8000/gun
RoF: 800rds/min

Price: US$1.6billion
Weyr
27-07-2004, 01:38
The Kamui defense network is an integration of all Weyrean defense systems into one package. The system features an effective tracking range of nearly 1300km, and is capable of engaging thousands of simultaneous targets. It features multi-band phased RADAR and LADAR arrays, sonar buoys, satellite monitoring systems, and a full spectrum of ‘net intelligence. It is capable of integrating data from systems that employ infrared, acoustic, laser, and optical tracking and detection systems.

Three lines of static defenses protect the Weyrean coastline.

The first line consists of passive/active sonar buoys. A secondary line sonar is emplaced in the ocean floor. This creates a dual network of sensor arrays that track foreign submersible and military craft. The effective detection range for this system is roughly 150-200km from the Weyrean shoreline.

The second line consists of torpedo emplacements in the ocean floor. These emplacements are fully equipped with naval stealth technology, and their locations are highly classified. The torpedoes inside are capable of guiding themselves to their designated targets if remote control is not available. While they cannot sink a Doujin, they can make life very difficult for any smaller craft.

The third line is a series of massive coastal batteries capable of firing sub-etheric shells at ranges of nearly 350 kilometers. The shells are capable of adjusting their course in mid-flight. The naval guns are backed by MRLS and Katrina platforms. Further back are mechanized infantry, artillery, tank, and anti-air forces.

The Sundancer and Katrina emplacements provide ABM and anti-aircraft defense cover ove the entire kingdom. The Sundancer apparatus has a range of 220km and an altitude ceiling of 50km, and is capable of engaging targets traveling at up to Mach 12. The Katrina is a second line of air defense. It has a range of 18km and a ceiling of 9km.
Weyr
27-07-2004, 01:47
The amount of knowledge you have of the information below depends directly on how good your counter-intelligence division is. Weyrean spies are –very- good and –very- covert. No one spy knows any other spy, and can at most give the names of his locally recruited contacts. Local citizens do most of the work, such as the actual intelligence gathering.

Also, not information is stored on the 'net regarding intelligence operations. All communications between embassies are conducted either via 512 burst directional communication or via flash sheets.

Flash is nearly impossible to crack. These are one-of-a-kind single-use plates with one copy in the central office and another in a specific embasy. These have to be done by hand, and Diplomatic Service staff destroys decrypted communication after reading them.

Weyrean 512 encryption would probably take the NSA several weeks to crack, and specific algorhythms ensure that the code of the messages themselves constantly changes. Thus, these are double-encrypted messages.

The Diplomatic Service conducts espionage and diplomacy. The Board of Estimates is also sometimes employed. Weyr doesn’t normally bother with spying on other nations unless it feels that it’s of dire importance. For most nations, the Diplomatic Service simply stays current on recent news and events via regular means.

Weyr generally conducts intelligence-gathering missions around the planet. In nations with official Weyrean embassies, there is generally staff trained in covert operations. These [b]ARE NOT[/b[ James Bond type operations. Most of the time, this is nothing more than keeping track of the local news and events. In some nations, Weyr also maintains contact with local authorities and government officials. This is usually not related to classified or highly secret information.

In nations with no Weyrean embassies, there are usually still Weyrean representatives and/or service workers. These are usually persons with no direct or even indirect links to the Diplomatic Service.

Current nations on the watch list:
Communist Mississippi -- expansionist, questionable motives
Communist Louisiana -- questionable motives
Nazi Weaponized Virus -- IG virus
Whittier -- questionable motives
Allanea -- check recent events
Automagfreek -- major power, intriguing
Gramal -- check recent events
Dimmimar -- NEI
Sevaris -- NEI

Remember that nations on the watch list are those that the Diplomatic Service keeps particular tabs on. It does not mean that those nations even have any espionage going on within them.

Counterespionage is quite effective within Weyr.

In either case, most of the information a nation could want is directly available on the ‘net, and Weyr actually has very little to hide. Most foreigners have learned by now that the ‘net allows a person nearly infinite access to a wealth of information. The ‘net, however, also allows for fairly easy detection of any attempts at theft. As long as people don’t try to steal covert designs, they can look at everything from troop deployments to updated statistics on the Weyrean Mark III MBTs.
Weyr
27-07-2004, 20:08
Weyr does not have nuclear or chemical capabilities, although all the resurces are there.

However, Weyr does posses eco-warfare technologies. This includes a number of potent viral and germ cultures that can destroy a nation's agricultural production.