No endorse
07-12-2005, 00:20
The Galactic Inferno of No Endorse (WIP)
Short Overview:
The Galactic Inferno of No Endorse is a small nation at the very edge of the Aphotic Galaxy. Its border towards the core is surrounded by the remains of the fallen Eshirian Sovereignty, and its border towards the void is empty. This route is an ancient intergalactic highway, and is woefully under-defended.
Attacks apon the Inferno are best made from either directly above/below the galactic plane or from the direction of old Eshirian territory. This eliminates the dangers of the Great Drift and provides the easiest routes into the core of the nation. If one has detailed maps of the extent of the Great Drift, one can attack with impunity from almost any direction.
Government:
Legislature:
There are two houses in the legislature, each holding its own powers. The The Council of Lords and The Council of Tribes.
The Council of Tribes:
Elected through popular vote, with one million people per representative, the Council of Tribes is closely akin to the House of Representatives in the real life United States.
The Council of Lords:
Consisting of two representatives from each inhabited planet/territory containing at least a million sentients, and a single representative for each that contains less, The Council of Lords is much akin to the Senate in the real life United States.
Executive:
The nation is headed by a single Prime Minister and his cabinet. The Prime Minister is chosen from the Council of Tribes, and may pass his title down to a sucessor in the Council of Tribes. The Prime Minister may be best likened to a cross between a standard Prime Minister and an Elected Monarch.
Current executive branch:
Prime Ministress: Jessica Tyne
Minister of the Military: Bruce Halsey
Minister of International Affairs: John Archer
Minister of Internal Affairs and Public Relations:
Ministress of (Psycho)History: Luke Hodges
Minister of Environment:
Minister of Commerce and Economy: Stewart Holner
others coming soon
Past government members:
Prime Minister:
James Talon (Missing)
Alexander Kathii (Heart Failure)
Ministress of the Military:
Jennifer Halsey
Ministress of Internal Affairs and Public Relations: Sara Deral
Ministress of Environment: Kelly Urston
others coming soon
Judicial:
The Council of Protectors:
They are just what their name suggests, an eleven-seat council of protectors against tyranny. They can ONLY be elected through direct democracy from the Council of Tribes, and a Protector may only hold that position, no other. As they stay in the Council of Protectors, their slot in the Council of Tribes is closed. Once a protector leaves office, they are returned back into their slot in the Council of Tribes. Campaigns for this post are only held for six months.
The position is for eleven years, with each seat being up for election once every eleven years. Therefore, there is one seat up for election every year. In the case that there is an attempt to take over the government by force, they have the authority to stop it in any way necessary. Nothing can be kept from them, and a lie before this council is punishable by sensory deprivation. This council has the supreme authority in constitutional matters.
The Inferno at a Glance:
Map Link here. (http://i11.photobucket.com/albums/a161/anomaly149/NoEndorseMapV2png.png)
Places of interest:
Aurora:
Aurora is the youngest of the inhabited planets. It is a geologically young world, with considerable tumult in its core. The population is small, mostly from Clan Laski, who moved there after the Wars of Clan Succession.
Avalon:
This is a very rocky planet. What water it does have is mostly in the atmosphere due to its nearness to its star. There is almost no tilt in its axis, so the poles are incredibly cold. Extremely devout religious monks live at the extreme poles, weathering harsh conditions to discover the meaning of life.
Citadel:
A lonely and uninhabited but quite habitable planet on the far side of the Great Drift. Located in the Lost Cluster.
The Dragon's Nest Nebula:
This abnormaly dense nebula surrounds the central star of the Sanctuary System. Its origins are unknown, but it shelters the planet Sanctuary from the bulk of the energy of the star, allowing it to be habitable. Strange relics from an ancient empire float around this nebula. It is believed they may play some part in keeping it stable at such a close proximity to the star. Recently, however, the nebula has been accelerating towards the central sun. The Eshirian Soverignty has been contracted to find a solution for this problem, and has placed machines to restore the Nebula. These machines are constantly staffed and running, with multiple backups in place just in case.
The orangish tinge of this nebula makes days on Sanctuary somewhat dimmer than what most would expect. However, its large size means there is slightly more daylight due to its reflection and refraction of starlight. This nebula should be considered highly dangerous to enter.
Drift: (the planet)
Old capitol of the one-time Grand Duchy of the Drift, this system is the closest inhabited system to the Great Drift. It is closer than Flankguard by several lightminutes, however the Drift's boundaries are known to fluctuate. At times, Flankguard takes this honor.
Flankguard:
A lightly inhabited agricultural planet in the shadow of the Great Drift. Known as 'the breadbasket of the Inferno' for its extensive hydroponics systems. It is also known as the 'wastebasket' and 'sewer' of the Inferno, as it takes in these materials for use in its massive farms. What it can't convert into useful materials, it ships to
The Great Drift:
This temporal and spacial anomaly is of unknown origin, and is surprisingly stable in terms of size. Believed to be the chaotic after-effects of a space battle of massive scales, this has proven to be quite an enigma. Several trips far into the void to observe light emmiting from this area show that it was originally the last cluster of systems before the deep. An intense follow-up is being done, in an attempt to isolate exactly when, how, and why the rift was made. This anomaly causes most hyper-travel within the Infeno to be unstable. As such, most travel is done through locked hypergates.
WARNING! This area should be considered lethally dangerous. Enter only if you have some sort of death wish.
Haven:
Main military base of No Endorse due to its central location. To be completed…
Kathii:
Almost boasting enough population to be considered a major world, Kathii is mostly a banking center. There are strict non-disclosure laws about banks in No Endorse, and in Kathii, anyone can open an account and deposit as much money as they wish, no questions. The government can still freeze assets, but they must know precisely which account, and the banks are legally barred from aiding in that regard.
The Lost Cluster:
A cluster of systems at the end of the Great Drift, not discovered for quite a while after Unification. Some of the uninhabited systems are mined for raw materials.
Outskirt:
Known mostly for heavy manufacturing and materials reprocessing, Outskirt is a dirty planet. However, it does not officially experience the crime of other planets, as everyone on the planet works, or is shipped to another planet. Small bands of the homeless scratch out a meager living on this smoggy rock, occasionally getting rounded up and taken to Sanctuary or Haven. In a small band about the equator, there are numerous subsistence farms and other small scale settlements.
Redirect Station:
Direct hyper-travel between Aurora and the main No Endorse cluster is impossible due to the Great Drift, and hyperdrives are unstable when used anywhere in the Inferno. This is a relay that redirects ships coming from the Aurora gate and sends them to the Haven gate.
Secret stuff about the station:
In event of an invasion from the Milky Way or the Galactic Empire, this station will go offline. The Haven and Aurora gates will link, and everything trying to go between these two systems will travel directly. Yes... which means strait through the Great Drift. Whoever tries this probably deserves the nine stages of hell they endure in there.
Sanctuary:
Capital Planet. To be completed… Also see 'The Dragon's Nest Nebula.'
Tyria:
A small, lightly inhabited world. Several areas have been turned into resorts, but most of the planet is still government-owned.
Diplomatic ties:
Huntaer: Alliance, Embassy
Kaymiril: Alliance, Embassy, Trade, Right of Passage
Kyanges (Eshirian Soverignty, now collapsed): Alliance, Embassy, Trade, Right of Passage
Large Scale Alliances:
International Trade Hub (http://forums2.jolt.co.uk/showthread.php?p=8973843#post8973843) (Gate located in the Haven system)
Deep Space Coalition against the Phantoms (The ties of brotherhood never cease)
EX-Galactic Empire (http://forums2.jolt.co.uk/showpost.php?p=10688864) (Joining Post) (http://forums.jolt.co.uk/showpost.php?p=9656614&postcount=1)
Ex-G.F.F.A. (http://forums.jolt.co.uk/showpost.php?p=9878854&postcount=61)
Enemies:
-none as of now-
Ignore List:
I hate these lists. I wish we could all solve our problems over the IM programs, and never need weapons like the I.G.N.O.R.E. Cannon. But, since there's no way in nine hells, nine heavens, and purgatory that this will happen, it's best to just shout it out and get it over with right here and now.
-none as of now-
RACES:
Terran:
Terrans and their many varients are by far the most prevalent race inside the Inferno, constituting about 80% of the total population. Physically, they are a few inches taller on average and a little bit thinner than ‘normal’ Homo sapiens, with more flexibility. Facially they are quite similar, although the eyes are larger, with large pupils and irises. Night vision is much better, however bright lights can cause permanent eye damage, leading most to wear sunglasses when in other nations. Citizens of the Inferno are very wary of outsiders, but if you can prove yourself, they are quite hospitable.
An’dyne:
The An'dyne (pronounced ana-dine) are a small race within the Inferno. They are not much different from the Terran, but are set apart in several ways. They are shorter than the average and have slightly larger and much more sensative eyes. They are weaker physically, but have a radically different brain anatomy. Their minds are entwined on the metaphysical level, meaning they can communicate with another member of the species through the mind. Almost any process can be explained instantly from one member to another. The An’dyne believe in the Gaia theory in addition to the standard religion of No Endorse.
They make up ~10% of the population. Their current existance is completly unknown, except to the select few whom they have taken into their confidence. They are the original inhabitants of No Endorse, thought to have been exterminated long ago.
Assorted races: Random races: 10%.
Numbers:
Terran- ~80%
An'dyne- ~10%
Other assorted races: ~10%
Resources:
Containing numerous unoccupied systems, No Endorse is not desperatly in need of any basic resource. However, it relies heavily on trade, as its metal supplies are limited to what can be extracted from the few planets and planetoids under its dominion. At one time, there was an unending stream of transports carrying metals from the Eshirian Soverignty to No Endorse. Since the recent unexplained collapse of the Eshirian Soverignty, numerous mining expeditions have shipped back tonnes of metal to the homeland.
However, this is still not on par with many nations' vast empires. In order to compensate for this lack of resources, the society has shifted to a highly quality over quantity mindset internally, especially in the armed forces.
Short Overview:
The Galactic Inferno of No Endorse is a small nation at the very edge of the Aphotic Galaxy. Its border towards the core is surrounded by the remains of the fallen Eshirian Sovereignty, and its border towards the void is empty. This route is an ancient intergalactic highway, and is woefully under-defended.
Attacks apon the Inferno are best made from either directly above/below the galactic plane or from the direction of old Eshirian territory. This eliminates the dangers of the Great Drift and provides the easiest routes into the core of the nation. If one has detailed maps of the extent of the Great Drift, one can attack with impunity from almost any direction.
Government:
Legislature:
There are two houses in the legislature, each holding its own powers. The The Council of Lords and The Council of Tribes.
The Council of Tribes:
Elected through popular vote, with one million people per representative, the Council of Tribes is closely akin to the House of Representatives in the real life United States.
The Council of Lords:
Consisting of two representatives from each inhabited planet/territory containing at least a million sentients, and a single representative for each that contains less, The Council of Lords is much akin to the Senate in the real life United States.
Executive:
The nation is headed by a single Prime Minister and his cabinet. The Prime Minister is chosen from the Council of Tribes, and may pass his title down to a sucessor in the Council of Tribes. The Prime Minister may be best likened to a cross between a standard Prime Minister and an Elected Monarch.
Current executive branch:
Prime Ministress: Jessica Tyne
Minister of the Military: Bruce Halsey
Minister of International Affairs: John Archer
Minister of Internal Affairs and Public Relations:
Ministress of (Psycho)History: Luke Hodges
Minister of Environment:
Minister of Commerce and Economy: Stewart Holner
others coming soon
Past government members:
Prime Minister:
James Talon (Missing)
Alexander Kathii (Heart Failure)
Ministress of the Military:
Jennifer Halsey
Ministress of Internal Affairs and Public Relations: Sara Deral
Ministress of Environment: Kelly Urston
others coming soon
Judicial:
The Council of Protectors:
They are just what their name suggests, an eleven-seat council of protectors against tyranny. They can ONLY be elected through direct democracy from the Council of Tribes, and a Protector may only hold that position, no other. As they stay in the Council of Protectors, their slot in the Council of Tribes is closed. Once a protector leaves office, they are returned back into their slot in the Council of Tribes. Campaigns for this post are only held for six months.
The position is for eleven years, with each seat being up for election once every eleven years. Therefore, there is one seat up for election every year. In the case that there is an attempt to take over the government by force, they have the authority to stop it in any way necessary. Nothing can be kept from them, and a lie before this council is punishable by sensory deprivation. This council has the supreme authority in constitutional matters.
The Inferno at a Glance:
Map Link here. (http://i11.photobucket.com/albums/a161/anomaly149/NoEndorseMapV2png.png)
Places of interest:
Aurora:
Aurora is the youngest of the inhabited planets. It is a geologically young world, with considerable tumult in its core. The population is small, mostly from Clan Laski, who moved there after the Wars of Clan Succession.
Avalon:
This is a very rocky planet. What water it does have is mostly in the atmosphere due to its nearness to its star. There is almost no tilt in its axis, so the poles are incredibly cold. Extremely devout religious monks live at the extreme poles, weathering harsh conditions to discover the meaning of life.
Citadel:
A lonely and uninhabited but quite habitable planet on the far side of the Great Drift. Located in the Lost Cluster.
The Dragon's Nest Nebula:
This abnormaly dense nebula surrounds the central star of the Sanctuary System. Its origins are unknown, but it shelters the planet Sanctuary from the bulk of the energy of the star, allowing it to be habitable. Strange relics from an ancient empire float around this nebula. It is believed they may play some part in keeping it stable at such a close proximity to the star. Recently, however, the nebula has been accelerating towards the central sun. The Eshirian Soverignty has been contracted to find a solution for this problem, and has placed machines to restore the Nebula. These machines are constantly staffed and running, with multiple backups in place just in case.
The orangish tinge of this nebula makes days on Sanctuary somewhat dimmer than what most would expect. However, its large size means there is slightly more daylight due to its reflection and refraction of starlight. This nebula should be considered highly dangerous to enter.
Drift: (the planet)
Old capitol of the one-time Grand Duchy of the Drift, this system is the closest inhabited system to the Great Drift. It is closer than Flankguard by several lightminutes, however the Drift's boundaries are known to fluctuate. At times, Flankguard takes this honor.
Flankguard:
A lightly inhabited agricultural planet in the shadow of the Great Drift. Known as 'the breadbasket of the Inferno' for its extensive hydroponics systems. It is also known as the 'wastebasket' and 'sewer' of the Inferno, as it takes in these materials for use in its massive farms. What it can't convert into useful materials, it ships to
The Great Drift:
This temporal and spacial anomaly is of unknown origin, and is surprisingly stable in terms of size. Believed to be the chaotic after-effects of a space battle of massive scales, this has proven to be quite an enigma. Several trips far into the void to observe light emmiting from this area show that it was originally the last cluster of systems before the deep. An intense follow-up is being done, in an attempt to isolate exactly when, how, and why the rift was made. This anomaly causes most hyper-travel within the Infeno to be unstable. As such, most travel is done through locked hypergates.
WARNING! This area should be considered lethally dangerous. Enter only if you have some sort of death wish.
Haven:
Main military base of No Endorse due to its central location. To be completed…
Kathii:
Almost boasting enough population to be considered a major world, Kathii is mostly a banking center. There are strict non-disclosure laws about banks in No Endorse, and in Kathii, anyone can open an account and deposit as much money as they wish, no questions. The government can still freeze assets, but they must know precisely which account, and the banks are legally barred from aiding in that regard.
The Lost Cluster:
A cluster of systems at the end of the Great Drift, not discovered for quite a while after Unification. Some of the uninhabited systems are mined for raw materials.
Outskirt:
Known mostly for heavy manufacturing and materials reprocessing, Outskirt is a dirty planet. However, it does not officially experience the crime of other planets, as everyone on the planet works, or is shipped to another planet. Small bands of the homeless scratch out a meager living on this smoggy rock, occasionally getting rounded up and taken to Sanctuary or Haven. In a small band about the equator, there are numerous subsistence farms and other small scale settlements.
Redirect Station:
Direct hyper-travel between Aurora and the main No Endorse cluster is impossible due to the Great Drift, and hyperdrives are unstable when used anywhere in the Inferno. This is a relay that redirects ships coming from the Aurora gate and sends them to the Haven gate.
Secret stuff about the station:
In event of an invasion from the Milky Way or the Galactic Empire, this station will go offline. The Haven and Aurora gates will link, and everything trying to go between these two systems will travel directly. Yes... which means strait through the Great Drift. Whoever tries this probably deserves the nine stages of hell they endure in there.
Sanctuary:
Capital Planet. To be completed… Also see 'The Dragon's Nest Nebula.'
Tyria:
A small, lightly inhabited world. Several areas have been turned into resorts, but most of the planet is still government-owned.
Diplomatic ties:
Huntaer: Alliance, Embassy
Kaymiril: Alliance, Embassy, Trade, Right of Passage
Kyanges (Eshirian Soverignty, now collapsed): Alliance, Embassy, Trade, Right of Passage
Large Scale Alliances:
International Trade Hub (http://forums2.jolt.co.uk/showthread.php?p=8973843#post8973843) (Gate located in the Haven system)
Deep Space Coalition against the Phantoms (The ties of brotherhood never cease)
EX-Galactic Empire (http://forums2.jolt.co.uk/showpost.php?p=10688864) (Joining Post) (http://forums.jolt.co.uk/showpost.php?p=9656614&postcount=1)
Ex-G.F.F.A. (http://forums.jolt.co.uk/showpost.php?p=9878854&postcount=61)
Enemies:
-none as of now-
Ignore List:
I hate these lists. I wish we could all solve our problems over the IM programs, and never need weapons like the I.G.N.O.R.E. Cannon. But, since there's no way in nine hells, nine heavens, and purgatory that this will happen, it's best to just shout it out and get it over with right here and now.
-none as of now-
RACES:
Terran:
Terrans and their many varients are by far the most prevalent race inside the Inferno, constituting about 80% of the total population. Physically, they are a few inches taller on average and a little bit thinner than ‘normal’ Homo sapiens, with more flexibility. Facially they are quite similar, although the eyes are larger, with large pupils and irises. Night vision is much better, however bright lights can cause permanent eye damage, leading most to wear sunglasses when in other nations. Citizens of the Inferno are very wary of outsiders, but if you can prove yourself, they are quite hospitable.
An’dyne:
The An'dyne (pronounced ana-dine) are a small race within the Inferno. They are not much different from the Terran, but are set apart in several ways. They are shorter than the average and have slightly larger and much more sensative eyes. They are weaker physically, but have a radically different brain anatomy. Their minds are entwined on the metaphysical level, meaning they can communicate with another member of the species through the mind. Almost any process can be explained instantly from one member to another. The An’dyne believe in the Gaia theory in addition to the standard religion of No Endorse.
They make up ~10% of the population. Their current existance is completly unknown, except to the select few whom they have taken into their confidence. They are the original inhabitants of No Endorse, thought to have been exterminated long ago.
Assorted races: Random races: 10%.
Numbers:
Terran- ~80%
An'dyne- ~10%
Other assorted races: ~10%
Resources:
Containing numerous unoccupied systems, No Endorse is not desperatly in need of any basic resource. However, it relies heavily on trade, as its metal supplies are limited to what can be extracted from the few planets and planetoids under its dominion. At one time, there was an unending stream of transports carrying metals from the Eshirian Soverignty to No Endorse. Since the recent unexplained collapse of the Eshirian Soverignty, numerous mining expeditions have shipped back tonnes of metal to the homeland.
However, this is still not on par with many nations' vast empires. In order to compensate for this lack of resources, the society has shifted to a highly quality over quantity mindset internally, especially in the armed forces.