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Palman Sector fluff, part 1: the factions

 Post subject: Palman Sector fluff, part 1: the factions
PostPosted: Fri Nov 07, 2003 3:24 am 
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Hello there!

Well, following a long time tradition by myself I have decided to change important parts of my fluff again so I need to reformulate half the written stuff. LMAO. The thing is that I have decided to create my own micro-universe in the form of the Palman Star Cluster. BAsicaly I am transforming the Palman Empire in the fluff of my marines into one of many factions that dwell in a star cluster in the Maelstrom. I have decided to go with plenty of orks, 5 human factions as well as chaos and a small eldar sector for the sakes of it and to add diversity and politicking to the overall story. Designing a full area for my diverse armies and fluffs to opperate :) So there we go with the Palman Cluster.

NOTE1: I am not very happy with the role assigned to the Tarek Popular Republic so if anyone has any idea of a precious activity/resource they might control and prevent them to be trashed, tell me please. It would be greatly appreciated.

NOTE2: The names like "republic" or Federacy" don't need to be certain, mind you. The Tarek Republic is a dictatorship for example.


CHeers,

Xavi
____


Overview of the Palman Cluster

Waystation Network: Existence of a Ramilies Travel Network created by the humans in the Dark Age of Technology when they travelled extensively and colonized he cluster. Given the presence of orks in the cluster and the fact that travel was not very secure they created a network of ramilies as both strong outposts and waystations. With the years and dfecline of the humans those ramilies were abandoned since travel was no longer an option (lost contact with the rest of the Empire) or those were captured by orks, chaos forces and other enemies of hmankind. Even if the waystations were destroyed or lost over time quite some of those waystations are still around, and almost everybody uses them. The waystations have been the place of many an important battle and are cornerstones of all the defence systems of the human areas as well as of some alien ones as well, that use captured waystations to their own profit.

Important agents:
- Orks: There are large numbers of them in the Palman Cluster. Most of them are highly disorganized by a pair or 3 of them have managed to unite several ork systems under a powerful warboss and are actively fighting other non green powers. The most relevant of those is the Bigbozz Wagazar (NOTE: name pen to suggestions) that did start a huge waagh in the eastern area of the cluster and has only been stopped when he reached the area controlled by the human Oniss Federacy. They have been in constant war for decades now. The other really important waagh that happened in the region 600 years ago or so did overrun the Haaema human sector as well as a second eldar settlement in the cluster. Most of the time the orks are happy with their infighting and do not attack other areas, though.

- Chaos: Those are not always present in the cluster, but they certainly are someone well known by the cluster residents. A pair of warlords also seem to have an unhealthy interest in the cluster. The Astral Claws traitor chapter are ones with a presence in the area, though. They did reach the cluster shortly after fleeing to the Maelstrom but did not stop here. They simply razed a pair of systems in their way to an other point. Some decades ago they did return, though. They settled some bases and fortified outposts in those planets they previously conquered. From there they have started a raids campaign. The efforts to beat them have been completely useless so far, and since only a few of the powers in the system have been molested by them so far and they have more dire needs at hand (like an ork invasion in your doorstep or expansionary dreams) they have been allowed to stay.this has provided the Astral Claws time to send a strong footage on the region and they seem a stain that will be difficult to erase in any case.

- Eldar: there are 3 close eldar homeworlds in the sector. All in the same subsector that contains the 3 systems containing one eldar planet each as well as 2 other unpopulated systems. Even if the sector was ravaged by the rise of slaanesh, the Maelstrom was a secondary creation so enough eldar survived to repopulate the planets. The 3 planets work together and are known as The 3 Sisters by the eldar. The eldar rely in secrecy and shroud to cover their worlds but they have a fleet to cover them as well. The fleet is under the command of Prince Gilraen. The Eldar also tend to cause infighting among the other powers in the region to ensure their survival; if they are fighting and consuming their resources in the fray they will not place their attention on you or try to colonize or explore your region of space? The 3 Sisters appear as dead worlds when explored with long range scanners due to the eldar disruption systems and the sector doesn?t seem very appealing to any colonizer or resource exploiter, but you can never know given the barbarity of those mon keighs?. ?So far the other powers know that the Eldar are in the Cluster, but have no idea of where they dwell. The newly arrived marines are something that really concerns them since they can destabilize the area easily. The Astral Claws already supposed a treat and they weren?t there to stay around, so guess.

- HUMAN AREAS: there are 5 important ones. There are other human systems and areas, but they are rather small and do not have important fleets or an influence in ?external? relations given their development level (most of them receded and are at an industrial age at most nowadays). They rely in being in marginal areas for protection even if orks annoy them from time to time. 4 other important human populated areas have been destroyed by raiders of all sorts (including human ones) over the millennia since the cluster was isolated.

o The Dosmal Sector: Medium human power in the region, only controlling 6 sectors, even if 2 of them are extremely important containing no less than 3 forgeworlds each. They have a very limited fleet and have no access to any kind of BB or GC design patterns or remaining ships of those classes. Their fleet is quite weak and limited in numbers. Their flagship is the Light Defender, an old Vengeance class cruiser. They have a very limited number of capital ships as well and have to rely mainly in escorts. In any case their fleet only acts as an escort and support element to their really important defence system, their ground armoured divisions and orbital defence elements. Their forgeworlds produce a high number of armoured units including superheavy tanks and their ground forces are highly trained. They are a ground sector. Moving their units around is difficult for them because their fleet is weak and easy prey for better equipped fleets, but in their home systems they are very strong and difficult to beat. Once you add to the equation that their forgeworlds have few facilities and STC ship designs to produce but that their orbital defence construction facilities are very powerful you get that the fleet simply supports the defence network of the dosmalians. They have few options to expand but on their home sectors they are very strong. They did even beat a (not very powerful) chaos marine attack on one of their systems in a protracted ground campaign. A baneblade shot hurts a lot no matter you wearing power armour or not. ?

o the Tarek Popular Republic: ?Not a force by itself since it controls only 2 sectors (having lost a third one to an ork invasion that turned the only important world in the system into a barren desert), but they have managed to survive so far playing the commerce of something everybody wants: information. The Tarek Popular Republic controls an old communications planet able to detect when the warp routes will be stable and when the will not. It is like a weather-warp detector. This information is important to all the powers and specially the pirates. In a region ravaged by warp storms knowing when you can and when you cannot move is vital. None of the powers would like to lose that source of information, specially when the Tarek Republic shares it (almost) freely for everybody, simply demanding some protection in case one of them goes overboard and tries to attack them and in the case of an ork attack. The Tarek Republic also maintains good relations with the rogue traders of the region and even if it is a minor power its position is highly fortified and able to repel an average attack. They are a trade centre more than anything, even if even they have been involved in several wars. It is well known in the cluster that the role played by the Tarek Republic nowadays was played by the Wisk in the past, until the Tarek attacked and beat them. Being a small power they didn?t suppose a problem for the overall stability of the region once they kept the promise of keeping up the warp-weather reports, but this situation has changed now: there are too few remaining powers in the cluster to allow one of them to capture this strategic point.

(yeah, I did read Battletech some years ago ;)) NOTE: suggestions on this area are highly welcomed. I am not really happy with the current design, so any help will be appreciated.

o Oniss Federacy: 5 sectors + 2 contested ones. The most advanced human organization in the Cluster. They have the problem of being in the border of one of the most warlike ork leaders in the cluster, though, so their efforts are usually simply an struggle against repeated ork attacks. They only survive because of their (relatively) high technology level, that has allowed them to design relatively cheap and efficient war equipment, including ships. They struggle against the green horde, but they survive. A pair of sectors in their border with the orks are in a constant war state. Their capitol ships tend to be small but highly efficient and fast, so they are the preferred ships of the rogue traders as well. Those are some of the best developments in warfare technology they have done, creating inexpensive ships for their struggle against the Orks. They are a mix of Cypra Mundi and Mars designs, even if smaller than both of them. They are constructed in Yniop, their most important shipyard over the forgeworld of the same name and have contributed decisively to stop the Green Horde, even if at a high cost. The low resources the Oniss can muster limits the impact of the fleet they can create and so the small designs were a must here. ?

o Realm of Silia: Tyranny (tyrant of silia). It is a weak power in the cluster, controlling only 3 sectors. They are not very developed and only have limited interstellar resources but they are powerful in natural resources. This would have caused an attack and conquest by the Oniss Federacy (located nearby in the cluster) but ork or Chaos attacks on the Oniss home systems at the time prevented that from happening each time. In fact the Eldar caused those attacks to start in order to keep the equilibrium of power constant in the area so the Onissians don?t get easy access to some important raw materials that the Silians produce. That would allowed them to become a second Palman Empire with time if that happened, increasing their power a lot and eventually growing to become even bigger than that. The Eldar, the orks and other forces have indirectly thwarted the efforts of the Onissians in this field so far.

o The Palman Empire: 14 sectors. The most powerful human organization in the cluster. Similar to the Empire in design. It is the most war-minded power among the humans. It were the Palmans the ones destroying and absorbing the Buralanian Kingdom a century ago or so. They are the only power with a really big and capable fleet among the humans, but they have a (relatively) weak ground military. Their ships follow the Cypra Mundi STC pattern. They are quite Palman-centered in their perception of the universe and think that outside the cluster there is only chaos (quite true since they are inside the maelstrom but hey) and so they see the rogues as doomed souls that cannot be trusted. On the other hand they are also seen as brave and skilled navigators since they have doomed themselves leaving the cluster, but have returned after the trip.

- Rogue traders: few in number. Fast and not very scrupulous. They usually act as pirates in imperial space and some of them have deals with chaos and elders as well as with the palmans and other regular organizations. Most inhabitants of the Palman Cluster allow them to go around freely because of the benefits they provide to them from time to time trading with precious goods and information. It is also true that no one really is their ally and they are attacked from time to time so the rogue traders are quite armed for being ?peaceful trade cells?. The fact that they act as pirates as well as traders also explains that, but the others don?t need to know that ;) Only the Tarek Popular Republic is in good relations with them, the pirates having a free and incurious patron in that sector. It is like a free port for them. The rogue traders have successfully combined their efforts to protect the Tarek Republic more than once from the predations of other powers, including the palmans, Chaos forces and orks. The traders prefer Onissian ship over the rest of the possible ships they can get because of their speed and concentrated efficiency, being as they are fast and astonishingly armed for their size, perfect to perform ?acts of piracy.


- Marines (just arrived) Shadow Griffons Chapter. IMPORTANT FLUFF CHANGE: the marines will enter contact with the Oniss federacy, not the Palman Empire. It suits my ?infiltration into the cluster? idea better than entering contact with the mightiest power in the area.

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 Post subject: Palman Sector fluff, part 1: the factions
PostPosted: Sat Nov 08, 2003 3:16 pm 
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come on people, I can't believe you don't have anny commenta on how to improve the equilibria between the factions ;) :p

Cheers,

Xavi

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 Post subject: Palman Sector fluff, part 1: the factions
PostPosted: Mon Nov 10, 2003 10:46 am 
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I'm not good at defining politics. If I were, I would be called "prime minister".  :p NetEpic is far more qualified fluff writer.

However, the Tarek should have some kind of auto-destruct system for the warp-weather predictor so that any enemy thinking to take it by force would have to think about it twice.

Also, in case of an attack the others would be forced to defend the Tarek or risk losing access to the thingy.

The other thing to give them an advantage would be to give them the technology and rare metals needed to build plasma reactor containment field generators. If they were the single largest exporter of plasma reactors they would have a good economic sanction; a spaceship without reactors is worth about as much as a car without an engine.

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