Clash of Empires: A Space RPG hub

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Clash of Empires: A Space RPG hub

Postby KaijuCanuck » Mon Aug 07, 2017 6:09 pm

Clash of Empires: a Space RPG

BACKGROUND HISTORY:
in the year 2149, the expanding United Earth Republic (UER) made first contact with an alien civilization, the Vis Collective (species known as ‘Visceirans’), and learned of an entire interstellar society comprised of many different political units. Vis was locked in a desperate struggle for survival against the Tyreem Hivemind, an insectoid race and the Milky Way’s reigning superpower. Vis were losing badly and desperate for allies. Vis provided the UER with the technology necessary to compete on the galactic stage, and in return the UER joined the war on the Vis’ side. Earth’s contribution proved crucial, and following victory it joined the interplanetary family of nations. The following three centuries were a golden age for humanity, as the democratic UER enjoyed prosperity, equality, and was a diplomatic force in an often violent and unstable galaxy.

Then, disaster. Unhappy with his waning influence, in 2415 the Emperor of Vis led a military coup d’état, replacing Vis’ civilian government, before embarking on a massive war of conquest with much of the galaxy, UER included. The ‘Visceiran Wars of Conquest’ raged for twelve years, ending in massive Visceiran territorial gains, and the ascension of the newly minted ‘Immortal Empire of Vis’ as the new galactic superpower. Severely weakened and economically drained, over time the UER declined and became unstable, it’s political system increasingly polarized between anarchist radicals who advocated the decentralization of the UER government, and authoritarian would-be despots who advocated the opposite. In 2476, a dispute over Mars’ ability to opt out of new taxation laws finally saw the UER descend into civil war. The ‘War of Catastrophe’, as it’s known to humans, or simply the ‘Human Civil War’ as known to other races, became increasingly brutal and chaotic, as both sides fragmented into dozens of different factions, and the other galactic powers became involved for various reasons of their own gain. Earth itself was devastated, rendered inhospitable for at least 300 years. There was no winner – ultimately the UER as an organization was annihilated. Vis took control of the Sol system and forced a massive human exodus, while the former UER colonies were left to fend for themselves.

THE GAME:
The year is now 2999. As a result of human exodus following the Human Civil War, there are now multiple different human societies in the galaxy. Many of these societies, to varying degrees, subscribe to the ‘Earth Imperative’, which is the ultimate goal of reclaiming Earth (currently Earth operates as Vis’ military testing ground). The Immortal Empire of Vis is still the reigning superpower. It acts as an intergalactic policeman, and there hasn’t been a war involving the entire galaxy since Vis took charge. But all empires eventually fall, and the cracks are seriously beginning to show in Vis. It is old, tired, disorganized, seething with internal discontent, its government having grown weak and decadent. Its time is coming, and when it does, the power vacuum will need filling.

This is a story-based RPG, rather than combat-based. You play as an entire civilization, human or otherwise, as you expand, colonize, make war or treaties, and generally attempt to survive. The goal is to create the best story. You can do your own thing if you want, but the unifying storyline will be the collapse of the Vis empire, and the power vacuum that results. The reclamation of Earth is a possible endgame for the human societies, and a gigantic obstacle to any human reunification. To this end, it is better to create a nuanced, flawed society than a perfect one. If you want a utopia, you can have it, just know that the point is story, and not to be the ‘best’. You can war with other players, but if you do I ask that you coordinate with them in this thread or through PMs to figure what will make the best story, rather than just try to ‘win’. If we make a great story, we’ll all win. If you don’t believe my sincerity here, one of my civs is Vis, who I am saying right now is going to lose their top-dog position. Prose can be either from the perspective of individual characters within your civilization, or from a more detached ‘god’s eye’ view of your civ, and you can switch between them as you see fit.

The game will begin at the ‘Imperial Gala’, a lavish ball thrown in honour of the Visceiran Emperor, to which many intergalactic dignitaries have been invited. At the gala, there will be an inciting incident to kick off the plot – I won’t tell you what it is so you can react to it naturally, as your civ should, but after that we will proceed with a mixture of cooperation and independence in story writing. Basically, do what you want until you impact someone else, then figure it out between you.

WARFARE:

This sci-fi galaxy is modelled off of the 19th century, when various countries were all scrambling to build empires and become top dog. Warfare reflects this metaphor: due to a million different advances in sensors, counter-sensors, armour, armour-piercing (you get the idea) a bunch of things have been rendered obsolete and armies are back to basics, wearing bright uniforms, not much armour, and often engaging in close quarters combat. There are certainly still special units, marines, etc. who perform actions that look more like modern-day warfare, but in terms of general ground combat between regular forces, think a sci-fi skinned combo between Napoleonic and World War 1. There are lots of vehicles, which is more like WW2 and today, but infantry are also deployed in massive numbers like they were in the past. Space combat is more dynamic though, with ships performing whatever manoeuvres you can think of, using physics and gravity to fire sneaky shots, and also using one-man fighters.

Of course, this is the vanilla template. Feel free to get creative with genetic experiments, interesting unit types, etc. (please see rule 7 though)

RULES:

1. No god-modding. This is less of a problem in a story-based RPG, but still, please don’t invent the ‘totally most awesome kickass civ who is better than all the civs’.
2. Respect other players. See THE GAME section for more details.
3. Please read every Civ sheet. I know lots of us tend to go on a bit because we get excited (I am no exception) but it helps to put us all on the same page if we all know exactly who everyone else is.
4. Civ’s are organized into five categories, please characterize your civ according to your chosen category:
a. Superpower: the undisputed dominant civ in the galaxy (think of the US in today’s world, or Britain in the 19th century). At the beginning of the game, only Vis can be a superpower. Yes, I am playing Vis, but it’s more for administrative reasons. If people have a problem with it, then I don’t have much of a problem making them ancillary (see rule 6)
b. Great Power: not all-dominant, but still extremely powerful and influential. At the start of the game, the Great Powers must be either allies of, or tolerated by, Vis, and have held this position for a long time (think of Britain and France in today’s world). They may have designs on being a superpower, but often are simply comfortable with the way things are.
c. Rising Power: a new power on the block, looking to become a great power or a superpower. Not necessarily friendly with anyone. (think China today)
d. Regional Power: a regional power is not extremely important on a galactic stage, but is influential in it’s surrounding area. They often become very geopolitically important when the great powers become involved in a specific area (think Brazil, South Korea)
e. Lesser Power: a small civ. Their chief concern is surviving all the big dogs around them, who often become interested in them because of resources, geographic position, etc. This does not mean they can’t be tough, however. (think most countries)
5. Your civ sheet is mainly for the beginning of the game and sets nothing in stone, as your civ is welcome to change and evolve (a regional power may become a rising power, for example). But please make it a natural progression from your staring sheet, and don’t immediately jump into changes.
6. You can play up to two civs if you want (active civs), BUT if you would like to contribute to the richness of the world and help fill it in a bit, feel free to create more. These ‘ancillary’ civs will be background players in the plot, and everyone will be allowed to use them in the context of interacting with their active civ.
7. Anything absolutely game-changing, in weaponry, political developments, etc., must be run by me.

CIVILIZATION SHEET:


Official Name: the formal name of your civilization, as a political unit (ex. The Republic of France)
AKA: Alternate, common or less formal names for your civilization. (ex. France)
Adjective: What you would call a citizen of this civilization. (ex. French)
Player Status: Active (you play as this civ), or Ancillary (this civ just exists in the world, anyone may take control in the context of interacting with your active civ)
Galactic Standing: Great Power, Rising Power, Regional Power, Lesser Power
Dominant Species: could be multiple, if you want
Physical Description of Species: if your species is Human, you can leave this section blank
Capital: The city, planet, moon or space station that is the seat of your civilization’s government.
Form of Government: Briefly describe the form your civilization’s government takes, and how it operates.
Flag (or alternate identifying symbol): Describe or link a unifying symbol of your civilization.
Civilization History: Give us a rundown on how your civilization went from its founding, up to the present.
Civilization Culture, worldview: Briefly tell us a little bit more about who these people are, how they view the rest of the galaxy, other civilizations, etc.
Military Structure: Describe the armed forces of your civilization.
Key People: List some important people in your society, ie: leaders, soldiers, etc. These can also be your characters in your story passages.
Strengths: Things your society excels at, things that keep it strong as a political unit.
Weaknesses: Sorry guys, this is mandatory. There is no such thing as an all-powerful paradise. :) BUT the nuance will make your civ more interesting!
Where we find them now: The status of your civilization as of the beginning of the game. Basically, you're own personal Star Wars opening crawl to open your side of the story. What is your civ are up to, current initiatives, current issues facing them, etc.

Here is an example of a filled in Civ sheet.

Official Name: The Immortal Empire of Vis
AKA: Visceiran Empire, Immortal Empire, Vis
Adjective: Visceiran, Immortal, the Vis
Player Status: Active
Galactic Standing: Superpower
Dominant Species: Visceiran (pronounced ‘Vie-sare-an’), also Daimans
Description of Species: Visceirans/Daimans resemble humanoid bats – they are furry, have long pointed ears, and their arms feature tight, hanging skin flaps that are the remains of vestigial wings. They’re backs also feature spikes that grow out of the spine, which never stop growing. Visceirans, the upper caste of the species, are about seven feet tall, thin, and move gracefully. They keep their spikes filed down to small nubs (long spikes are considered informal and pedestrian). Daimans, the lower caste, average five feet, are much bulkier, and often let their spines grow out up to half a metre. As Daimans make up the bulk of the army, these spikes are usually allowed to grow to intimidate the enemy. Daimans typically live up to sixty years in good conditions, but the Vis live centuries: the oldest alive today remember the founding of the empire, and the collapse of the UER.
Capital: The mega-structure Vis, which is one massive artificial mega-city that orbits a star.
Form of Government: Absolute Monarchy. Officially, the Emperor of Vis has complete authority to make decisions, although in practise many matters are left to his Imperial Council. Due to the infirmity of the current Emperor, the Imperial Council has effectively been in complete control for the past fifty years.
Flag (or alternate identifying symbol): The flag of the Vis is a white background, with a black planet in the middle. A black hand, with a glowing yellow aura, pokes out of the top of the planet, reaching towards the heavens.
Civilization History: The Daimans evolved from large, batlike, flying mammals on the planet Daime. Their pre-spaceflight history is as diverse and colourful as Earth’s, but they formed world government much earlier in their history than did humans. The original ‘Daiman Federation’ was much like the UER, a collection of societies binded by shared egalitarian values. Around the year 1900 AD, the Daiman Federation was defeated in a war with the Tyreem Hivemind, then the galaxy’s reigning superpower. Seeking to make themselves stronger, rich families experimented in genetic engineering and transformed themselves into an upper caste of society. Faster, stronger, longer-lived, they named themselves ‘Visceirans’ after Vis, the name for heaven in Daime’s main religion. They even built a ‘Vis’ for themselves, abandoning their homeplanet for a massive, luxury mega-city space station that orbits their star. Daime has since become an overpopulated slum, ironically one of the poorest parts of the empire. The Visceirans seized control of the government, renaming the state after them (The Vis Collective), and established a feudal society made up of great houses, under an emperor whose job was to appoint members to a ‘Collective Council’ that would lead the government. Emboldened, in 2104 the Vis Collective organized a coalition of great powers and launched a new war against Tyreem – like the last, it did not go very well, prompting the Collective to search for new races to fight for them – it found humanity, whose addition finally turned the tide, and for the next few centuries the galaxy existed in a multipolar system, with no power reigning supreme. Still believing themselves superior, the Vis caste chafed at this equitable standing. The great houses squabbled amongst each other, frustrating the Emperor, who decided to take complete control. His coup saw the Daiman state transformed again into the ‘Immortal Empire of Vis’, and he launched a successful galactic war of territorial expansion, leaving Vis as both the galactic superpower, and the holder of the largest territory. Since then, Vis has acted as a galactic policeman (when it suited them). While there have been many smaller wars, there has not been a full-scale war in the Milky War since the Visceiran Wars of Conquest.
Civilization Culture, worldview: The Vis believe themselves to be the superior sentient life in the galaxy, and in some ways it is hard to argue with them – they have maintained their position for over 500 years, with an iron grip on their territories and subjects, and successfully keeping their allies and neighbours in line. They even look down upon the Daimans, who they came from, and disregard most of the Daiman culture and history that they descended from. In its place, the Vis have a largely superficial, deliberately invented court culture, based around elaborate and fanciful notions of etiquette, pomp and self-importance. They also exclusively breed with each other, often within their own family to remain genetically pure, which ironically has resulted in some genetic diseases. The Vis are also aggressively patriarchal: females, even their own females, are not allowed positions of importance.
Military Structure: The official commander of the Immortal Legions of Vis is the Emperor, although in practise he delegates to the War Councillor on the Imperial Council, and his generals. Unlike many militaries, the Vis do not maintain separate army and navy services, preferring to divide their armies into numbered ‘Legions’, which contain both space and ground elements. All officers are Vis, while all grunt troopers are Daiman. There are two elite elements of the Vis military: ‘Augments’, which are Daimans genetically engineered to be gigantic, hulking troll-like soldiers, and ‘Angels’ - these are exclusive Vis units, somewhat akin to Earth ‘ninjas’, trained in stealth, espionage, and various forms of combat. Finally, the Legions also employ the use of ‘Dependent Units’. ‘Dependents’ are the legal name for other conquered species within the empire, and DU are military units made up of them.
Key People:
Emperor Kiessarian III: the third Emperor of the Immortal Vis. It is an open secret that the current emperor is mentally infirm; due to a genetic disorder brought about by inbreeding within his own family, Kiessarian is a full grown adult with the mind of a child.

Dorsage: official aide to the Emperor. It is Dorsage’s job to, essentially, keep the Emepror from embarrassing the government and maintaing the mystique of the office.

General Kimmon: head of the ‘Angels’, the empires chief intelligence and special forces unit. A decorated soldier, a fearsome and secretive man.

Chief Councillor Warsick: Because of the current emperor’s disability, the real authority for the empire currently lies with the Imperial Council, headed by Warsick.

The Four Fingers: The Visceiran Empire is divided into four sections, each overseen by an Imperial Governor (or Finger), who act as both administrators and overall military commanders. (The Vis/Daiman hand has four fingers).

Gral: a Daiman dissident who leads a resistance cell against the central government, currently in hiding on the backwater colony of Mogunya.

Strengths:
- Absolutely massive territory and military
- Influence that spreads the entire galaxy
- Historically obedient lower class
- 500 year entrenched position as galactic hegemon
- Large collection of allies and client states

Weaknesses:
- Internal disunity
- Imploding economy
- Infirm emperor
- Strong rebellious cracks forming in general population

Where we find them now: The Immortal Empire of Vis is in a position of vulnerability, and the entire galaxy knows it. Their economy is in a deep recession, and the government is indecisive and disorganized. Recently, a rebellion on the mining colony of Mogunya was crushed, but only after an embarrassing number of resources and troops were used. Increasingly the Four Fingers are acting independently, a bad sign for any united nation. This is because, finally, the Daiman underclass is beginning to show signs of rebellion, many rallying to the cause of Gral, a freedom fighter in hiding. The Four Fingers are wary both of the potential civil war, and the government’s competence in fighting it Additionally, many subjugated races are beginning to get the nerve to agitate for independence. The other powers of the galaxy, in particular human powers who want to take back Earth, have smelt the blood in the water. The Empire is a powder keg waiting to blow. Still, the Imperial Council works to maintain an image of authority and stability – to this end, they have decided to hold a lavish ball, and to invite dignitaries from all over the galaxy as a show of confidence.
Last edited by KaijuCanuck on Mon Aug 07, 2017 6:52 pm, edited 1 time in total.
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Re: Clash of Empires: A Space RPG hub

Postby Breakdown » Tue Aug 08, 2017 6:50 am

Would the Tyranids from Warhammer 40k be allowed?
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Re: Clash of Empires: A Space RPG hub

Postby KaijuCanuck » Tue Aug 08, 2017 8:12 am

Breakdown wrote:Would the Tyranids from Warhammer 40k be allowed?


Yeah! Im going to say civs from other franchises can be used, but they should be adapted to fit this world. If you want, you can pm me your civ sheet and I'll look it over! :)
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Re: Clash of Empires: A Space RPG hub

Postby JAGzilla » Tue Aug 08, 2017 9:03 am

Okay, this is really cool. Entirely too complex to last long on this board, but cool nonetheless. I don't have any serious idea who I'll play as, yet, but I definitely want to give this a shot if it gets off the ground.

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Re: Clash of Empires: A Space RPG hub

Postby KaijuCanuck » Sat Aug 12, 2017 10:38 pm

JAGzilla wrote:Okay, this is really cool. Entirely too complex to last long on this board, but cool nonetheless. I don't have any serious idea who I'll play as, yet, but I definitely want to give this a shot if it gets off the ground.


Glad you think it's cool and are interested! :D Yeah it might be a bit complicated, but I'm optimistic - I'd be willing to get the game rolling with three players (including me), and anyone else who is interested would be welcome to join in whenever. The galaxy is a big place, and in real world politics many countries tend to take their time before getting involved in larger conflicts, so it would still make sense to the story if other civs only showed up later on. Think Game of Thrones - we start with a few political players, and then the cast grows from there. I'll have two active civs for sure, and will make at least two ancillary civs, so even if the other two players each just have one active civ, that should be plenty to play with.

I would love to have at least two human civs, and play up the rivalry between human factions and the lingering distrust within the species from the civil war. But no pressure though - it's more important that everyone create the civ they most want to play as. My other main civ, still not posted, will be human, and I may make an ancillary human one as well.

Added in 3 hours 13 minutes 15 seconds:
Well, looks like this maybe isn't catching on, but just in case here is my other main civ.

Official Name:
The Kingdom of Dagon
AKA: Dagon, The Dagish Empire
Adjective: Dagish, Dagonite
Player Status: Active
Galactic Standing: Rising Power
Dominant Species: Human
Description of Species:
Capital: The Fourth Moon of Dagon (a lush, temperate moon which orbits Dagon, a massive two-ringed red gas giant), in the city of Becillion. Note: ‘Dagon’ is often interchangeably used to refer to both the planet and the moon.
Form of Government: Constitutional Monarchy and partial Parliamentary democracy. The King of Dagon may provide advice to the government and the Dagish Parliament, but his role is largely ceremonial. The Dagish Parliament is elected by the richest 60% of citizens (citizens are humans who live on Dagon or in the colonies).
Flag (or alternate identifying symbol): A grass green background, with a red planet in the centre. The planet is crisscrossed and flanked by twin blue rings, stylized as dragon’s wings.
Civilization History: Following the War of Catastrophe, human refugees first becan settling on the fourth moon of Dagon starting in 2547. Dagon, a gas giant, was originally named by UER explorers after dragons, the mythical Earth monster, for it’s fiery red colour, twin rings that give a rough impression of wings, and turbulent atmosphere. The moon, however, was anything but turbulent, filled with lush, green and fertile pastures, bountiful rivers and forests, and an atmosphere already mostly adaptable to humans. Following a relatively brief terraforming process, the moon was home to many independent human settlements, but came under repeated attacks from a nomadic, multi-species space-pirate culture known as ‘Junkers’. Under pressure and desperate leadership, the settlements submitted to the warlord Alfred Farren, or ‘Alfred the Resistor’. Alfred drove off the pirates before uniting the moon, and became King Alfred I of the Kingdom of Dagon in 2601.

Under Farren rule Dagon continued to develop as a modest feudal society, with an upper class of noblemen between the authoritarian king and the working class. Dagon began to forge a small intergalactic presence, making trade deals and opening relations with other powers, but were mostly considered a minor, backward people. In 2791, a food-shortage hit the small kingdom. With no-one to oppose his authority, King Gregory II began hoarding food supplies, leading to famine. Many of the commons revolted, and a small group of intellectually minded nobleman took heart with their cause, and advocated the end to the king’s absolute authority. Known as the ‘Legalists’, their movement grew slowly until the noble House of Titan sided with them. The Titans were a familial offshoot of the royal Farren house, and their support gave the movement credibility in the eyes of other noble houses. As more and more voices took up the Legalist cause, King Gregory lost his patience and declared war in 2795, terrified that his cousins sought to depose him (they didn’t, but now they did). Fought between the ‘White Dragons’ (the royalists) and the ‘Red Dragons’ (the legalists), the Dagish Civil War ended in the victory of the Red Dragons in 2801, and an overhaul of government. Marcus Titan took the throne as King Marcus I, but now his role would be mostly ceremonial, and power would be vested in an elected, representative parliament. Even the legalists, however, were not convinced by the idea of full suffrage, and restricted the vote to the nobles and the (then) tiny middle class. Today, Dagish citizens enjoy civil liberties mostly on par with the old UER, and the influence of feudalism in society has greatly declined. Overtime, the vote has expanded incrementally to include lower and lower income levels, but as of today about 40% of the Dagish population remains disenfranchised.

With the new system in place Dagon would go on to great economic prosperity, and finally begin pushing it’s borders. The expansion began slow – first, the other Dagish moons, then nearby star systems. But Dagon’s ancient enemy, the Junkers, were still active nearby, and Dagon began a massive military build-up in order to annihilate them. The campaign was successful, and now that it was in possession of a large military Dagon decided to strike outward.

Since then, Dagon has exploded into a rising imperial power, especially in the last fifty years. It has colonized dozens upon dozens of systems, conquered other species, and claimed vast stretches of interstellar space as its territory. To many onlookers, the rise of Dagon has been alarming, and Dagon has been careful not to outright provoke Vis but chip away at their influence incrementally, choosing instead to humble Visceiran allies. The most notable example of this policy occurred 5 years ago, in 2994, sealing Dagon’s status as an emerging power in the eyes of the galaxy. The Dagish were locked in an ownership dispute over the planet Thorin V with the Krakari Covenant, historically a powerful, wealthy, warrior race, and close ally of the Visceirans. A Vis brokered treaty between the two split the planet in half, but the Krakari launched a surprise offensive against the Dagish portion of the colony, knowing Vis wouldn’t care to enforce the treaty. In a shocking upset, outnumbered Dagish forces held on to the planet with incredible determination, long enough for a massive Dagish fleet to arrive and push back the Krakari. But they didn’t stop there – in the space of a seven-month campaign (with Vis simply watching, paralyzed due an internal rebellion) the Dagish went on the offensive and absorbed through conquest 40% of Krakari territory into their empire. The Krakari government sued for peace, which Dagon gave them in an extremely unequal treaty; Dagon got to keep almost all its conquered territory, and would receive massive indemnities for the next fifty years.
Civilization Culture, worldview: The Dagish are a bit of an oxymoron. On one hand, they champion freedom and civil liberties. On the other, the continued presence of an influential aristocracy has led to a somewhat hierarchical frame of mind. 40% of the commons remains disenfranchised due to prevailing attitudes that they cannot be trusted with the vote (as well as 100% of conquered species). The Dagish view themselves as on equal footing with the species of the great powers, superior as a culture to other human societies, and therefore the rightful future controllers of Earth. The military is in high esteem, and recruitment numbers are as high as they have ever been. The term ‘Blood-Belly’, originally slang for Dagish infantry, now also derogatorily refers to a stereotypical Dagonite: someone who is arrogant, snobbish, imperialistic, and nationalistic in an annoying, passive aggressive manner. It is this attitude that leads some of the other human societies to see the Dagish as ‘Vis in human clothing’. Still, this is an exaggeration: the average Dagish commoner is hard-working and as pleasant as anyone else, and even the snootiest Dagish aristocrat sees the Vis as cruel and unacceptably authoritarian.
Military Structure: On the back of several well-publicised victories, in recent years the Unified Dagish Forces (UDF) has become a cultural touchstone for Dagon. The UDF is divided into three main services: the Royal Dagish Army (RDA), the Royal Dagish Navy (RDN), and Dagish Special Operations (DSO). The DSO contains both intelligence agencies and military special forces, of which the unit ‘Albion 5’, is particularly relied upon for its effectiveness. The RDN is a massive agency, and essential to the imperial project, but it is the RDA the other nations view with the most trepidation. Dagish ground forces are well known as some of the absolute best in the galaxy, being exceptionally well-drilled, disciplined and proven in battle. The distinctive red uniforms of the infantry have led to the popular, occasionally derogatory, nickname ‘Blood-bellies’.
Key People:

King Marcus III, king of Dagon and of the Dagish Empire.

Laurence Atlon, Prime Minister of Dagon (Legalist Party)

Marshal Ophelia Titan: Commander-in-chief of the Unified Dagish Forces (also cousin of the king). Titan is a noted war-hawk within the Dagish government.

Admiral Karkoff Daniels: war-hero of the Krakari War, and other colonial conflicts. Now commander of the Dagish forces along the Krakari border. Daniels is less jingoistic than many other Dagish leaders, having personally witnessed the horrors of war. Daniels feels Dagon needs allies, and should slow down its expansion.

Gordon Chang: chief Dagish diplomat. Famed for negotiating the terms of the Krakari surrender.

Strengths:

- For now, government has strong support from public
- Extremely well trained military, especially the infantry
- Homeworld has strong defensive position: sandwiched between eight other moons, and two rings full of space rocks, many of which hide anti-ship weapons and quick strike bases (a gauntlet altogether known as the ‘Dragon’s Throat’)
- Following their shocking defeat of the Krakari, the Dagish are experiencing a dramatic increase in galactic standing and influence
- Booming economy
- Relatively large territory gained in relatively short amount of time

Weaknesses:


- Population vulnerable to internal disunity (lingering dissatisfaction with limited vote)
- Expansion possibly too quick – Dagish Armed Forces may be overstretched
- Few allies on galactic stage, disliked by many other human groups
- Following Krakari War, element of ‘surprise’ has been lost – galaxy now looks at Dagon cautiously, like they are sharks circling a whale.

Where we find them now: Following the Krakari war, the size of the Dagish Empire is now larger than some traditional great powers of the galaxy (though still much smaller than the Immortal Empire of Vis). This recent development, and the military humiliation of a great power by a rising one, has shaken up galactic politics. Publicly, the Dagish make overtures of peace and order, and of friendship with Vis. Still, although they will likely not fire the first shot in a general war, it is an open secret that the Dagish are hungry for more power, influence, and maybe even the prize itself of galactic hegemon. If a war begins involving everyone, Dagon will eagerly become involved. Publicly, Dagon has renounced the ‘Earth Imperative’, the popular ideology among human societies that Earth needs to be taken back from Vis. This is a lie meant only to placate Vis; the Earth Imperative remains very much in the minds of Dagish leaders. Dagon’s biggest issue is the need for allies. Many Dagish leaders continue to push for rapid expansion, even if it means war with another nation – others are wary that the Dagish military is overstretched as it is, and that another war on the scale of the one with the Krakari will move other powers to gang up against them, and that Dagon will need allies if it is to survive another large conflict.
Last edited by KaijuCanuck on Sat Aug 12, 2017 10:43 pm, edited 2 times in total.
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