Talk:Julian Protectorate

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Zho Base

From Zho Base:

Bases:

  • J = Naval Base
  • F = Naval and Military Bases
  • M = Military Base
  • D = D Base
  • C = C Base
  • G = G Base

Allegiances:

  1. JP = Julian Prot. (Unincorporated)
  2. Jc = Julian Prot. (Const. of Koekhon)
  3. Jo = Julian Prot. (Alliance of Ozuvon)
  4. Ja = Julian Prot. (Asimikigir Confed.)
  5. Jr = Julian Prot. (Rukadukaz Rep.)
  6. Hl = Julian Prot. (Lorean Hegem.)
  7. Jh = Julian Prot. (Hhkar Sphere)
  8. J- = Julian Prot. (Unincorporated)
  9. Jm = Julian Prot. (Cmnwlth of Mendan)
  10. Jl = Julian Prot. (Lumda Dower)
  11. Jv = Julian Prot. (Vugurar Dominion)
  12. Jp = Julian Prot. (Pirbarish Starlane)
  13. Ju = Julian Prot. (Ukhanzi Coord.)
  14. Vw = Julian Prot. (Rar Errall/Wolves W.)
  • Na = Non-Aligned

The Julian Protectorate • Astrographical Overview • Historical Overview • Governmental Organization • Aliens of the Protectorate • The Tetusu-Dene Scale

Credits Amdukan Sector - Credits


The star names and UWP data were created by the HIWG. The Hhkar are from Challenge 52. Much of the information on the Julian Protectorate is adapted from _Vilani_and_Vargr_, Digest Group Publications, and from information on Mendan Sector in Challenge 49, Game Designer's Workshop. Jeff Zeitlin (jeff.zeitlin@execnet.com) converted the sector to Galactic format in 1997.

Astrographical Overview

The Julian Protectorate: Astrographical Overview


The Julian Protectorate is a mixed-race (primarily Human and Vargr) confederation to core-trailing of the Imperium, in what is traditionally referred to as the Vargr Enclaves. It encompasses all but two systems in Amdukan sector, the trailing two-thirds of Mendan sector, the spinward third of Arzul sector, and the coreward third of Empty Quarter sector. Minor presences in Antares, Star's End, Trenchans, and Ogzuekhfos sectors round out the Protectorate proper; additionally, there are polities in Windhorn, Meshan, and Mendan sectors which, while not members of the Protectorate, generally coordinate policy and action with the Protectorate.

The Tetusu-Dene Scale

The Julian Protectorate: The Tetusu-Dene Scale


The Tetusu-Dene Scale was developed in the Imperial Spinward Marches as an aid to recognizing Vargr integration into Human societies on the Imperial Core-Spinward frontier. It has been adopted (in slightly modified form) by the Julian Protectorate to recognize the level of integration of societies within the Protectorate.

The Modified Tetusu-Dene Scale is interpreted as follows:

  • 0: Insufficient Contact -
    • The world has not had sufficient contact with the other species for any attitude on interaction to have developed.
  • 1: Total Xenophobia -
    • Members of the dominant species are bent on the extermination of the other. Attempts to extend extermination policies to other worlds will be made.
  • 2: Passive Xenophobia -
    • Murder of the other species when found on the planet is routine, and generally government policy. If political repercussions are involved, deportation may occur. Under no circumstances will an ambassador of the other species be accepted, and relations with states with less xenophobic attitudes are never warm.
  • 3: Enslavement -
    • Members of the other species are regarded as fit only to serve the dominant species as slaves. Importation and breeding is carefully controlled.
  • 4: Alienation -
    • Members of the other species are generally confined to reservations, except where it suits the convenience of the dominant species to permit otherwise. Crimes against the other species by the dominant species are generally not prosecuted; crimes by the other species against the dominant species generally are punished by long terms of imprisonment or forced labor, by extremes of corporal punishment, or by death.
  • 5: Strong Apartheid -
    • Members of the other species are granted limited rights. Some prosecutions of serious crimes against the other species may occur. "Free" movement may be permitted, possibly under a system of travel passes. Participation in government by the other species is barred, and franchise or equivalent is unavailable.
  • 6: Weak Apartheid -
    • Members of the other species are permitted to participate in government, though they may be barred from many higher offices. Franchise or equivalent may be extended, but limited in scope. Many occupations are closed to members of the other species, and restrictions on social activities are common. Facilities provided by the government for use of the other species are inferior to those provided for the use of the dominant species. Segregation is mandatory on the part of the other species, voluntary on the part of the dominant species.
  • 7: Legislative Equality -
    • Members of the other species are not treated differently at law. Segregation of most activities occurs, and may or may not be mandatory.
  • 8: Formal Integration -
    • Legal segregation is nonexistent, and forced segregation of most activities may be illegal. Segregation is either nonexistent or very informal and very limited, and viewed with distaste. Intimate relationships between members of different species are unusual, and meet social resistance.
  • 9: Total Integration -
    • Both species participate in society on a fully equal basis. Deliberate segregation on any level is considered unacceptable, and possibly provocative. Intimate relationships between members of different species are not considered unusual.

The original Tetusu-Dene Scale assumed that, in an unequal relationship between the species, Humans were dominant. As this may not be the case in the Julian Protectorate, Tetusu-Dene evaluations of 7 or less are suffixed with V for Vargr-dominated cultures, or H for Human-dominated cultures.

Falkayn.com =

From Falkayn.com

The Julian Protectorate is a confederation of confederations that formed in response to Imperial aggressiveness during the Julian War (175 to 191). Individual states range broadly in size, many being only countries on balkanized worlds.

  • All conduct their own diplomacy and keep their own armed forces, giving little power to the central authority on Asimikigir (Amdukan 0223).
  • The protectorate, however, does give structure to the community of states. It mediates disputes, provides a set of interstellar laws, and promotes communication and cooperation. It also has a standing armed service used for patrols and in crisis situations.

Local Sectors

  • Supplement PO3: The Space Atlas The borders of the Julian Protectorate are not easy to define, since membership in the protectorate varies by degrees. Until recently, Imperial cartographers drew the protectorate as a state on the four corners of Mendan, Amdukan, Empty Quarter, and Antares Sectors. This is the Julian core, but some isolated "associate member" worlds exist as far away as Windhorn Sector.
  • The spinward half of the Julian Protectorate is by far more active commercially. Here lies the Mendan Main used by Vilani traders for millennia. More importantly, this is where the protectorate interfaces with the Imperium, Gashikan, and Vargr trade routes leading all the way to Lair (Provence 2402).
  • The protectorate's trailing half overlaps much of the region known as the Vargr Enclaves, a less dynamic region of Vargr space. Worlds here tend to remain independent of an interstellar community except for direct membership in the Julian bloc. The inhabitants here lack significant neighbors other than the K'kree, who regard Julians coldly, at best.

Amdukan Political Map

  • Amdukan Political Map
  • (Large - 406KB) While Vargr and humans populate the Julian sectors in almost equal proportion, the distribution is not homogeneous. Individual world populations vary widely in their human/Vargr ratios. As a rule, though, Vargr are less common closer to Gashikan Sector.
  • Other races also exist in the protectorate, but humans and Vargr clearly predominate. Most others tend to remain on their respective homeworlds. Two additional races also play an interstellar role: a large, somewhat aggressive saurian race called the Hhkar and, to a lesser degree, the Bwaps.

Credits

  • Most of the material about the Julian Protectorate has been borrowed from BeRKA's excellent website The Zhodani Base, other material came from Michael Mikesh's excellent The Julian Protectorate article, which was done for the HIWG. The credits below this are also (paraphrased) from Bherka's website.
  • The star names and UWP data for Amdukan sector were created by the HIWG. The Hhkar are from Challenge 52. Much of the information on the Julian Protectorate is adapted from "Vilani_and_Vargr", Digest Group Publications, and from information on Mendan Sector in Challenge 49, Game Designer's Workshop.

Julian Protectorate

  • An area once within the First Imperium's boundaries, the Protectorate was settled during the Second Imperium by Solomani traders, and in the Third Imperium by Vargr.

Alien Races

  • A summary of the various alien races to be met within the Protectorate.

Campaign Setting

  • A campaign setting for use with any version of Traveller.

Chronology

  • A brief chronology of the Protectorate.

Julian War

  • The war that caused the Julian Protectorates to be formed.

Member States

  • The major member states of the Protectorate.

Menderes Corporation

  • The corporation that is the power behind the Protectorate.

Star Legion

  • The Protectorate's armed forces.

Miscellaneous Facts

  • Here are some miscellaneous facts about the Protectorate.

Official Language

  • Galanglic; specifically a broad dialect called Transform. The roots of Transform extend back to the Rule of Man and Transform's spread and promotion by the Scorpion Company. During the Third Imperium, the dialect evolved slightly to accommodate Vargr.

Currency

  • Julian Star; 1 corresponds to approximately 1 Imperial Credit.

Abbreviations are:

  • 250 Stars = 250 Sr
  • 250 KiloStars = 250 KSr
  • 250 MegaStars = 250 MSr

Scorpion Company:

  • The Solomani development company given responsibility for the Antarean region during the Rule of Man, in cooperation with the Vilani Sharurshid bureau. Actvities included recruiting colonists, setting up trade routes and developing potential resources.

Alien Races

There are a number of major and minor alien races within the Julian Protectorate. Some of the more common, or noteworthy ones are mentioned here.

Vilani/Solomani

At the height of Ziru Sirka dominance, most of Meshan, Mendan, and Amdukan sectors were under the control of the Vilani Makhidarun bureau, with some control of the Mendan Main and its surrounds shared with other bureaux. These areas, along with the rest of the Ziru Sirka, fell under the control of the Rule of Man at the conclusion of the Interstellar Wars, but even before that time, the area served to attract Solomani traders. The influx of Solomani traders increased during the Rule of Man, and their experience and familiarity with the area came to the notice of Emperor Hiroshi II, who appointed such individuals to planetary administration, replacing the military administration of the area. 

Scorpion Company Logo In addition to the appointment of experienced traders as planetary governors, a Solomani development company, Scorpion, in cooperation with the Vilani Sharurshid bureau, recruited colonists for the development of the Antarean region. These two factors contributed to a vibrant, thriving region which prospered while the rest of the empire decayed. 

Vargr

As the Rule of Man decayed, Vargr settlers, who had obtained Jump drive from the Vilani in Corridor and Windhorn sectors, finally rounded the coreward end of the Windhorn Rift and entered the area. While initial reaction was positive (the Vargr were viewed as a potentially useful resource), raiders and corsairs inevitably followed, and just as inevitably, conflict between human and Vargr resulted. This conflict did little to build trust between the races, but remained relatively low-key until the spark of the Sack of Gashikan. 
Panet Relationships
On Asimikigir itself, integration and harmonious relations between Human and Vargr have progressed farther than anywhere else in the Asimikigir Confederation, or indeed in the Protectorate itself. On most other worlds, individual relationships between Human and Vargr are often friendly; it is unusual for them to progress beyond that to intimate (in a non-sexual sense). On Asimikigir, it is common for Human and Vargr to achieve a relationship whose closeness is matched elsewhere only in the relationship between a person and a pet - except that in the case of the relationship between a Human and a Vargr, there is no sense of one member of the relationship being in any way subordinate to the other. This relationship is referred to as the 'panet' relationship, possibly from 'comPANion/pET'. 
The panet relationship has been described as a recognition of the fact that Humans and Vargr like each other, fundamentally. Those who accept the panet relationship as 'natural' point to the close relationship between Humans and non-sophont canines that started on Earth in prehistoric times, and which continues to this day. They suggest that the same psychological factors that operated to bring Humans and canines together on Earth continue to operate to bring Human and Vargr together; the fact that Vargr are sophonts as well adds an additional measure of respect that does not normally exist in the relationship with non-sophont canines, but in no way reduces the fundamental attraction between the two species. 
A Human and a Vargr in a panet relationship are free within certain relatively loose social limits to engage in behavior that might be considered "shocking" by either Humans or Vargr elsewhere. For example, the Human member of the relationship may be seen to scratch or rub the Vargr member much as might be done to a non-sophont dog, and the Vargr will enjoy it; similarly, it is not unusual to see the Vargr member of a panet relationship to greet the Human member after a prolonged separation by placing his/her hands on the Human's shoulders and licking the Human's face enthusiastically. 
The panet relationship is part of the "social scene" on Asimikigir; certain social functions require that an attendee bring a panet, much as others require a spouse or a friend of a particular type. 
Members of a panet relationship often also have close relationships with others of their own species; in both Human and Vargr families, one or both parents may have panets, who are considered "part of the family", acting in the role of perhaps a "favorite uncle". The result of these interlocked relationships is an "extended family" containing members of both species; it has been noted by psychologists of both species that the children of both species in such extended families are more likely to form panet relationships, and at an earlier age, than those who are not as exposed to panet relationships. 

Hhkar

The Hhkar are known to have been a spacefaring race for longer than any other sophont race in Charted Space. Several worlds in what is now Hikaru Subsector have extensive pyramidal ruins, the youngest of which is over ten thousand years old. The most extensive of these ruins was found during the Vilani Imperium period, on Urinir (since renamed Skkyhrk by the Hhkar, upon their return). It was thought that the race that built those ruins had been destroyed by plague; the return of the Hhkar near the end of the Long Night, in -222, came as a shock to the Vargr who inhabited that planet. 
Hhkar starflight was not based on jump drive; they acquired jump drive from the Vargr upon their return. The Hhkar migrations were done via regular space ships operating at relativistic velocities and fueled by ramscoops. The reason for the migrations - and the return - are unknown; the Hhkar have shown no willingness to discuss the issue. 
Current hypotheses, based on the limited information that xenologists have been able to obtain, mostly from traditional stories and religious writings of the Hhkar, suggest that the Hhkar homeworld of Ssrar (location unknown) was geologically violent. This forced the Hhkar to develop a nomadic culture, although they did develop the practice of building permanent structures. These structures were left intact when a Hhkar ssaaahk (clan or race) migrated away, and were often used by ssaaahk that later entered the area, or by the original builders if they returned to the area even centuries later. There is a certain amound of reverence for such structures; very little is done to change them when they are reused. 
The nomadic culture, coupled with increasing population, made competition between ssaaahk, and eventually war between them, increasingly common. To reduce conflict, a system of dominant and subordinate ssaaahk was developed, paralleling in many ways the structure of dominant and subordinate clans among the Aslan. 
Because of the lengthy period in which the Hhkar culture adapted to being spaceborne, many Hhkar today still prefer to live shipboard, in orbital cities. Many of these cities are jump-capable, allowing the residents to maintain their nomadic lifestyle, although they tend to remain within or very near the Hhkar Sphere. 
For reasons unknown, the Hhkar left their homeworld around -50,000, and colonized other worlds, including Urinir and nearby worlds. Again, there is no indication of a reason for leaving them around -10,000, and no indication of why they chose to return in -222 (or, more accurately, why other Hhkar ssaaahk chose to occupy the worlds at that time). The Hhkar recolonization of -222 originally aimed to exterminate completely the human and Vargr society present on the world; Vargr emissaries were able to negotiate a complete surrender after three years of war. The terms of surrender included the destruction of non-productive members of the society (the elderly, the disabled, and the unemployed); a total ban on new births was also part of the terms. Today, there is only a small population of (Vargr) non-Hhkar present on the planet; these are descendants of original inhabitants who rejected the surrender to the Hhkar and went into hiding. They remain for the most part in subterranean tunnels; the Hhkar do not actively hunt them down, but they are killed on sight. 
Over the next 500 years, the Hhkar expanded their sphere of occupied worlds, following similar patterns. The expansion was brought to a halt in 377, when Commodore David Lindquist of the Star Legion was able to almost defeat the Hhkar at Kargan; the Hhkar were so impressed by Lindquist's tenacity and cleverness that when he was captured, he was given an honorable execution, and the Hhkar withdrew from the system in spite of having been victorious. There were subsequently several skirmished with the Star Legion, but the Hhkar gradually entered a more cooperative relationship with the Protectorate and with the Menderes Corporations. Today, the Menderes Corporations have sizeable industrial holdings within Hhkar territory, all operated by the Hhkar. 
Hhkar Physiology and Sociology
Hhkar are evolved from a reptiloid carnivore/killer. They are roughly humanoid in appearance, but still show their origins in the heavy claws at the end of each of their three fingers on each hand, and in the heavy tail used for balance. They stand, walk or run with a forward-leaning posture, tail extended behind them or used as a "third leg" at rest. Like most known reptiloid species, Hhkar possess scales. 
The Hhkar show as much variety within their species as do humans. Social relationships are based on a "racial" grouping, called a "ssaaahk", where common characteristics define the group. The ssaaahk has the first loyalty of the individual Hhkar, even above what many humans describe as "loyalty to self" - the needs of the ssaaahk have absolute first priority, and obedience to the ssaaahk and the patriarch thereof are absolute. There is a large group of Hhkar individuals who do not exhibit the racial characteristics that identify them as a member of the ssaaahk into which they were born; these individuals are second-class citizens (raaabr) within Hhkar society. It should be noted that most such individuals are killed as juveniles; the raaabr citizens are those who survive to adulthood and are ejected from their ssaaahk. If they exhibit the characteristics of a different ssaaahk, they may petition for admission to that ssaaahk; it is usually several generations before such a petition is granted. While an individual is an outcast from all ssaaahk, he will generally be found as a servant/employee of a ssaaahk. 
Hhkar are adaptable to many tainted atmospheres; while they require oxygen to survive, they prefer atmospheres laden with sulfur compounds that humans would consider heavily polluted, exotic, or worse. They are also capable of thriving in atmospheres that contain other taints as well. In untainted atmospheres, Hhkar must take precautions analogous to those that humans must take in tainted atmospheres. 
Hhkar are meat-eaters, but everything we have learned about the Hhkar indicates that meat alone is insufficient to sustain them. The best information available to us indicates that the atmosphere of their original homeworld provided many nutrients through respiration; however, due to geological activity, the availability of those nutrients varied. To correct for this, the Hhkar started inhaling the smoke from burning certain kinds of vegetable matter, sometimes treated with minerals. This allowed more leisure than eating killed animals did, and gradually assumed the social function in Hhkar society that eating does in most human societies. The practice took on additional importance after the Hhkar started settling worlds with alien environments. Social smoking customs among the Hhkar have been adopted by other races in the protectorate; similarly, the Hhkar have adopted some of the customs of the societies that they have come in contact with, and cultivate tobacco and other plants used by humans and Vargr for smoking. Hhkar will almost never be found smoking in the presence of humans or Vargr; many of the substances and compounds that the Hhkar smoke are unpleasant, noxious, or worse to those races. 
Hhkar are oviparous, with gestation taking about 21 weeks. Juveniles are lighter of frame and faster and more agile than adults. They are capable of taking a place in society within weeks of hatching, although they do not reach full growth and maturity until age 22. The average adult Hhkar is over 2m in height and masses over 250kg. 
Hhkar all begin life as males, changing genders later in life, up to six times throughout their lifespan of almost 200 years. As females, Hhkar enter estrus and mate once per year. A typical clutch contains one to six eggs; these eggs are deposited in a central communal area, heavily guarded, called the "Caves of Life". Juveniles are supervised by females, who will defend them with their lives. The females are also responsible for killing those juveniles deemed deformed, slow to learn, or difficult to control. 
Gender change involved biochemical changes that culminate in shedding of the skin. This also has a renewing effect, so that a Hhkar does not suffer from aging effects as most other sophonts do. There are also significant psychological changes involved in a gender change; Hhkar changing genders lose all skills specific to the old gender - but when they change back, those skills are regained. 
As demonstrated by the gender change, there is a strong connection between the Hhkar's mental state and his physiological state. The Hhkar have developed or discovered several mental states which induce or enhance physical capabilities or changes, and their medical science and spiritual life is based around the interaction between mind and body. The mental states range from a state of suspended animation, wherein most life processes come to a virtual halt (and do not count against the Hhkar lifespan), through several "dreaming" states, used for different purposes ranging from spiritual insight to logical analysis and decision making, and into a number of fully waking states, ranging from a low-mentation laborer mode up to learning and combat modes. In addition, there are a number of "medical" modes, used to enhance the body's ability to repair a wide variety of injuries and illnesses. 
Because of the nature of Hhkar mentality, they rarely use drugs - drugs cause an imbalance between the mind and the body, which results in extreme mental stress and the altering of the consciousness state into any one of several extremely undesirable modes. 
Psionic capability among the Hhkar has not been studied. The Hhkar believe that psionics cause the perversion of the soul, and make it impossible to achieve the higher spiritual states of consciousness. Their aversion to psionics is sufficiently strong that a known psionic of any race is guaranteed a violent reaction, whether the powers are actually used or not. 

Bwaps (Newts)

Marhaban (Lentuli/Empty Quarter 0426), in the Imperium, is the homeworld of the Bwaps or Newts, a minor alien species that resemble Terrestrial salamanders more than anything else. Newts are regarded as bureaucrats par excellance, and have been since the days of the Vilani Imperium. It is from that time that their presence in the area of the present-day Julian Protectorate dates. 
The typical Newt is about 1.4m in height, and masses anywhere from 30 to 50kg. They prefer environments of extremely high humidity, experiencing various levels of discomfort as the humidity drops below 98%. In humidity of less than 25%, a sealed environment suit is required for the Newt to survive; at higher humidities, it will generally suffice for a Newt to wear special garments designed to keep their skin moist. 
Newts range in color from yellow-green through green, blue, and brown; each individual Newt has a unique pattern of body markings, generally in a darker shade of their basic body color. In areas of the skin that lack intense coloring, the Newt has a bluish cast, due to blood whose oxygen transporting compound is more analogous to hemocyanin than hemoglobin, being based on copper instead of iron. 
Newts are viewed by other species as being obsessed with order and propriety; a Newt takes literally the proverbial phrase 'a place for everything and everything in its place', going to great lengths to ensure that everything is 'just so' and as it should be. Trying to rush a Newt, or encourage one to take 'shortcuts', is quite definitely counterproductive, and will often earn a long lecture on the proprieties of the situation. 
Newt social interactions center around their basic philosophy, which is an extension of 'a place for everything and everything in its place'. Much of their time is spent discussing their place in the cosmos, and ascertaining the place in the cosmos of the other. It is their 'obsession' with this philosophy that makes them excellent candidates for any job that requires painstaking care; Newts are found not only as bureaucrats, but as accountants, historians, and scientists in the 'hard' sciences. 

Kedepu

The Kedepu (correct plural; the singular and adjectival are both "Kedep") are a Human minor race apparently planted here at around the same time as most other human races were transplanted from Terra. Physically, they are not remarkably different from the human norm, averaging 1.5m in height and 85kg mass. 
Mentally, however, they depart radically from the human norm; there is no trace in Kedep society, history, or literature of anything resembling religion or "spirituality", and the incidence of what would be considered mental illness is zero. Additionally, what is considered crime elsewhere is extremely low (less than 5% of the rate on most other worlds), and most of what does occur can be classified as crimes of omission or of negligence. Standardized evaluations of mental ability show that the Kedep are inherently no more (or less) intelligent than most humans, but have a learning rate that is unmatched among all other known human variants. 
The Kedepu consider the acquisition of knowledge, and its exchange for other knowledge, to be the most desirable form of recreation, and their entire society is built around that principle, with most Kedep having held several radically different jobs (to learn different skills), and almost every Kedep either learning a new skill or new science, or teaching it - or, not infrequently, both. When first contacted by the Lorean Hegemony, there was some initial confusion - the Kedepu seemed intrigued by the high-tech goods that the Loreans offered to make available to them, but they didn't seem interested in purchasing them. At the same time, discussions to set up a formal trade agreement were eagerly sought by the Kedepu. When it was finally realized that the Kedepu were less interested in the goods themselves than they were in the manufacturing processes, the Loreans understood the cause of confusion, but expressed some reluctance - what would be the benefit to the Loreans if the Kedepu could make the products on their own. The Kedepu took very little time to come up with a solution that surprised the Loreans with its elegance: The Kedepu would pay the Loreans to assist in Kedep technological development by making available to the Loreans all Kedep research data, plus access to Kedep resources in controlled amounts so as not to disrupt either the Kedep society or environment. Additionally, the Kedepu would join the Lorean Hegemony and remit a small royalty from any trade in knowledge or products deriving from Lorean information to the Hegemony. 
In order to facilitate the technological development of Kedepar, immigration would be permitted; however, the Kedepu had some concerns about becoming dependent on the Loreans for the technology; this would be unacceptable. The Loreans came up with the basic concepts of the solution; the final agreement on immigration and uplift was reached after years of negotiation, and could be summarized thus: 

The population of non-Kedep on Kedepar would be restricted to no more than 35% of the total planetary population.

Mandatory segregation not based strictly on the need for dissimilar physical environments would be absolutely prohibited.

All immigrants would undergo psychological screening; those deemed to have an unhealthy level of xenophobia would be barred from Kedepar (the Kedepu were going to hold out for no xenophobia at all; a discussion and examination of non-Kedep psychology revealed that this was simply unrealistic).

No technology would be introduced to Kedepar that the Kedepu could not adequately maintain with their existing technological base. As part of the introduction of technology to Kedepar, an educational program would be instituted to integrate the new technology into Kedep society. A technology would not be deemed integrated until the Kedepu could produce it without assistance from the Loreans. Kedepar remains a shining example of what cooperation can achieve; it is expected that in the near future, a new agreement will be negotiated to allow Kedepar to begin uplifting of other planets on the same terms as their uplift.

Campaign Setting

The following describes a campaign setting in the spinward part of Mendan sector, within the Julian Protectorate, around the year 1100. Mendan sector has been chosen because of it's proximity to two of the Protectorate's fiercest foes, the Third Empire of Gashikan and the Third Imperium.

The sector is dominated by the Mendan Main, a long straggle of worlds that crosses it from Rim-Spinward to Core-Trailing, and that links the Third Imperium with the heart of the Protectorate. The campaign is located off this main, in order to give the players a smaller area to remain within, and yet is centrally located to the political and military struggles that all of Mendan is focused on. 

UWP Note: Second Survey (2S) UWP data is as at 1065, updated with collapse of the Second Empire of Gashikan in 1070 (i.e. canon material from Challenge 49). Modified UWP data is from Star Legion Farguard (FG) archives and is current as of 1100 (i.e. new Falkayn.com stuff).

Printing Note: There is a PDF version of this web page that will allow you to print it easily.

Kupid Cluster

The Kupid cluster is a small gaggle of systems around the famous Kupid system, in the center of the subsector named after it. These systems give a fairly good idea of the sort of variety found in systems across the Protectorate, other worlds in the subsector are also detailed below. 

Irisi (1315) 2S: A530363-C De Lo Ni Po 903 Commonwealth of Mendan FG: A530463-C De Ni Po 303

Irisi is a flourishing colony from Kupid on an inhospitable world. The colony is approximately 150 years old and has grown beyond the critical mass required to be self-sustaining. 

Kupid (1316) 2S: A99A978-C Hi In Wa Cp 422 Commonwealth of Mendan FG: A99A9C7-E Hi In Wa Cp 522

Kupid is the subsector capital for the Commonwealth of Mendan. It is a water world, rich in natural resources and native aquatic lifeforms. The 2S incorrectly specified the world's government, law and tech levels, this was likely due to a massive misinformation campaign coordinated by the Farguard. The local atmosphere is tainted by a sea-based lifeform which uses air currents as part of its reproductive cycle, during certain seasons it is advisable to wear air-filters in order to avoid possible lung infections which are mostly harmless. 
There is a Star Legion (Navy, Marines, Farguard) base here. 

Umasur (1317) 2S: B888449-7 Ni 534 Commonwealth of Mendan FG: B888648-A Ni 334

Umasur is a growing world currently being uplifted from a post-apocalyptic mess into a modern star system. The mainworld has great potential, with significant natural resources, but a lack of industry infrastructure prevented the locals from developing further. New technology has been introduced in a controlled fashion, with a focus on the re-training of the local population. Some limited immigration, along with financial incentives to have children have helped increase the population well beyond 2S figures. 
There is a Star Legion (Farguard) base here. 

Giinurmuu (1417) 2S: B200411-B Ni Va 303 Commonwealth of Mendan FG: B200519-B Ni Va 603

Giinurmuu is a star system that would be unsettled were it not for the substantial mineral resources found in the satellites of it's three gas giants. The mainworld is actually identified as the mining base situated near the main exit jump point. Most of the system's miners work for Menderes Corporation's Resource Development Division, which maintains the mining base as a central processing and shipment station. Regular shipments of processed ore depart the station regularly. Giinurmuu Station maintains a small shipyard to custom build and fix in-system mining craft, and also sports recreation facilities and dependent quarters for the local miners. 
There is a Star Legion (Navy) base here. 

Kakigun (1517) 2S: C7AA653-7 Fl Ni Wa R 904 Commonwealth of Mendan FG: C7AA570-6 Fl Ni R 704

Kakigun is currently under Star Legion interdiction. Several racial conflicts, perhaps engineered by Gashikan operatives, have turned this world into veritable minefield of racial hatred. Commonwealth of Mendan representatives were unable to get the feuding factions to disarm or ceasefire and so requested Star Legion involvement. Due to Kakigun's exotic methane atmosphere, most of the population live in small cities on the few landmasses available. Since the interdiction the situation has worsened, with a noticeable drop in tech level and civilized behaviour. 

Summit (1518) 2S: C9D87CC-5 Fl A 304 Julian Protectorate - Unincorporated FG: C9D874A-9 Fl 504

Summit is a very large world, with large habitable areas on the uppermost peaks of several massive mountain ranges (hence the world's name). Whilst during the 2S the world carried an Amber rating for travelers, negotiations between the local governments and the Julian Protectorate have borne fruit and it is a far safer place to visit now (although the law levels is still very high). Anti-Vargr sentiment has been reduced, although Vargr visitors are usually warned that locals still have quaint notions about the psychology of their Vargr neighbours. 
There is a Star Legion (Marines, Farguard) base here. 

Didagud (1617) 2S: E647577-4 Ag Ni 701 Commonwealth of Mendan FG: D657677-5 Ag Ni 301

The 2S diagnosed Didagud's atmosphere as tainted, due mainly to the high reliance on coal burning for power and heating requirements. The Commonwealth of Mendan has identified Didagud as a world with significant potential for supplying agricultural products to this subsector and has made efforts to encourage them to look to hydroelectric and other less harmful power schemes, in order to clear up the atmosphere. Didagud is still a motley array of nation-states, but the increasingly regular arrival and departure of agri-transporters has started to have some stabilizing effect on local politics. 

Other Important Systems

There are a number of other systems which are very important to the Kupid cluster, either because of their astrographical proximity, or because of their cultural/economic influence. 

Kigabala (1116) 2S: C200365-8 Lo Ni Va 702 Non-Aligned (Human)

Kigabala is a small (Human) domed colony that has been overrun by Vargr corsairs. The small (7,000 sophont) population lives in fear of their lives, subjugated by a hostile Vargr corsair band run by the pirate captain Uekdhuegh. Uekdhuegh is also a high ranking member of the Aek Aeg, a group of Vargr corsairs bent on bringing destruction and ruin to the remains of the Second Gashikan Empire. 
There is a corsair base here. 

Shurkar (0917) 2S: C599255-9 Lo Ni 904 Non-Aligned (Human)

Shurkar holds a small colony that has long held out against becoming part of any interstellar state. The approximately 900 settlers all belong to the same religious cult, that promotes the use of cybernetic technology to extend sophont lifespans by replacing failing body parts with their cybernetic equivalents. The colonists have a number of functional spacecraft, and trade regularly for spare parts and raw materials on Lerigem. Good defensive installations, their small size and perhaps their strange customs have protected the colony from Vargr corsairs. Indeed some corsairs, having suffered the loss of a body part in battle, have been known to become believers in order to acquire access to replacement cybernetics. Believers in this sort of cult are known as heretechs. 
There is the equivalent of a military base here. 

Ugirunnir (0919) 2S: B9D8775-8 Fl 404 Non-Aligned (Vargr)

Ugirunnir is a large, cold world that attracted many Vargr settlers because of their ability to handle the world's cold weather better than most Humans. During the reign of the Second Empire of Gashikan, it became a haven for escaped Vargr, and as word got around, many Vargr looking for a place free of Human influence chose Ugirunnir. The world is formed into a patchwork of communities, each self-governed in the way that seems best to them. As a result there is little cooperation, but there is also little conflict. Vargr corsairs are not openly welcomed, as most would rather avoid being branded corsair supporters (unlike those on Oukh Ull). Since the Julian Protectorate absorbed the Commonwealth of Mendan, there has been an increase in trade through the world that has caused some re-alignment of negative views towards Humans. 

Oukh Ull (0920) 2S: C8575AB-8 Ag Ni A 421 Non-Aligned (Vargr)

A pleasant farm planet, Vargr here were until recently slaves to Human farm owners. Decades ago, when the Second Empire of Gashikan was disintegrating, Vargr corsairs attacked the Human ruling class and helped the local farmers overthrow them. Since then, the corsair leader Vaegvar has set himself up as the benevolent dictator of the system, and encouraged young farmers to join corsair bands. Most of the Vargr corsair band Aek Aeg calls Oukh Ull their home. 

Mendan (2909) 2S: A768988-E Hi Cp 332 Commonwealth of Mendan FG: A768987-E Hi Cp 432

Mendan was the capital of the sector under the Vilani; it also was the coreward anchor of Vilani influence in the region, although commercial, military, and cultural activity continued on into Gashikan, along the Mendan Main. After the fall of the Rule of Man, it became a regional capital of the Second Empire of Gashikan; after the collapse of the Second Empire, Mendan and many of the worlds it administered chose instead to associate themselves with the Julian Protectorate rather than the Third Empire of Gashikan. Today these worlds form the Commonwealth of Mendan, and Mendan retains its place as the capital. 
Since joining the Protectorate, a strong effort to overcome the legacy of race hatred has had some effect; increased trade with the rest of the Protectorate and Mendan's influence in this area of space have combined to spread this increased tolerance throughout the coreward areas of the sector. It is generally acknowledged that there is still a long way to go; in recent years, Mendan has actively encouraged the Menderes Corporations to take a more active stance on social issues, and many appointed positions of high influence have been awarded to Vargr and to immigrants from the rimward areas of the Protectorate, so that these people may serve as examples and encourage the spread of Human/Vargr tolerance. 
There is a Star Legion (Navy, Marines, Farguard) base here. 

Kferrun (1126) 2S: B368002-9 Ba Lo Ni R 104 Julian Protectorate - Unincorporated FG: C36800A-9 Ba Lo Ni R 004

The Star Legion has placed an interdict on Kferrun, citing "security matters" but providing no details. A formal inquiry has been undertaken; however, little progress has resulted. It is known, however, that the planet boasted a population of several millions, mostly Vargr, in the recent past; suspicions have been aired that the planet was used as a testing ground for biological warfare agents, possibly including those created by the Second Empire of Gashikan as part of Project Wolvesbane. No evidence of these suspicions has come to light; the Star Legion claims that these suspicions have arisen because of improper coding of the UWP - there has been one census since the interdict, and the Star Legion reported only that the planet had a functioning society with a low law level (2) and minimum stellar capability (TL9). Many conspiracy theorists, both Human and Vargr, point to the entirely Human composition of the staff of the naval base (quite unusual in the Protectorate) as evidence of the presence of the Wolvesbane diseases. 
There is a Star Legion (Navy) base here. 

Regional States

The following states are important players in the region local to the Kupid cluster.

JP Member States The Commonwealth of Mendan The Vugurar Dominion

JP Associate States The Confederation of Bammesuka The Sarkan Constellation The Zuugabish Tripartite

Subsector Map

Kupid Subsector

Kupid J6 Map

Chronology

Below is a rough chronology for the Amdukan sector and the Julian Protectorate.

Year Major Event


-2180 Emperor Hiroshi II (Rule of Man) begins assigning traders

               as planetary governors in Mendan and Amdukan sectors.

-1776 Collapse of the Rule of Man. Vargr raids and migration in

               full swing.

-1658 Sack of Gashikan. -1646 Second Empire of Gashikan founded. Vargr Race Wars begin. -1427 Project Wolvesbane (Biowar project) clears Vargr settlements

               from Gashikan sector (Vargr Genocide).

-1000 Effective end of the Vargr Race Wars.

-612       Legion of Breskain, Gashikan order of knighthood dedicated
               to total genocide of Vargr, founded.
-312       Menderes Emancipation.
-302       Slavery abolished on Asimikigir.
-300       Beginning of emancipations in Mendan and Amdukan.
-247       Menderes Corporation launches first starship.
-222       Hhkar Invasions begin.
   0       Cleon I proclaims Third Imperium.
  47       Hhkar Invasions end.
  89       Imperial Antares Pacification Campaign.
 166       IISS and Imperial Diplomatic Corps begin operation in coreward
               regions.
 175       Beginning of Julian War.
 185       Expulsion of Imperial forces from coreward regions by Star
               Legion.
 191       Julian War ends with peace treaty.  Formation of original
               League of Antares.  Foundation of Julian Protectorate as
               permanent polity.
 382       Imperial Emperor Martin III starts Alien Missions
 420       Imperial Grand Survey published.
 486       Vargr Mission, part of Imperial Alien Missions, begins.
 488       Hidden War begins.
 494       Hidden War ends.
 499       Vargr Mission ends.
 622       First Vargr (Soegz) becomes Archduke of Antares.
1065       Imperial Second Survey published.
1070       Civil War results in collapse of Second Empire of Gashikan.
1085       Menderes Corporation begins trade in/with Domain of Antares.
1116       Assassination of Strephon.  Beginning of Imperial Rebellion.
1117       Domain of Antares secedes from Imperium, calls itself League
               of Antares.
1118       League of Antares joins Julian Protectorate.
1120       Hostility to Julian involvement in Rebellion prompts secession
               of League of Antares.

The Julian War

The diplomatic overtures from 166 on being unproductive, in 175, Emperor Martin I ordered Imperial fleets into Mendan sector, in an effort to accomplish by force what couldn't be accomplished by negotiation.

The region was divided into a number of small polities, but these rallied to the Asimikigir Confederation, the Menderes Corporation and family, and in particular Julian Menderes, the family head, when he became Regent of the Asimikigir Confederation in 178. Julian commanded the respect and loyalty of both humans and Vargr in the Confederation, and he proved an able leader as well. Taking advantage of Vargr resourcefulness and human determination, Julian Menderes was able to create a protectorate organization whose military arm, the Star Legion, was able to repulse the Imperial forces by 185, and to capture most of the Antares region by 191, when the Imperium was forced to come to a formal peace agreement.

Julian Protectorate Forms

With the peace treaty in 191, Julian Menderes was able to convert the wartime protectorate organization into a permanent authority, the Julian Protectorate, with the Star Legion as its armed forces. This change was more nominal than actual, as its primary purpose is to resist Imperial expansion, rather than act as a governing state. As part of the peace agreement of 191 with the Imperium, a cluster of worlds in Antares sector was granted autonomy as the League of Antares, and Julian Menderes was able to ensure that the people in positions of power were from families that had come coreward as refugees during the Pacification Campaigns. The cluster is today largely sympathetic to the Protectorate, and, although Imperial domination of the cluster is complete, no attempt to revoke autonomy or to reintegrate the cluster by force has been made, largely because of the certainty of a response from the Protectorate.

Decline

With peace between the Protectorate and the Imperium, the Protectorate's defensive alliance against the Imperium waned as a binding force between the members. Members went their own way in foreign relations and trade, with the Protectorate doing little more than establishing standards for interoperation (to ensure that, if the Star Legion were again needed, maintenance and communication between various worlds' and confederations' detachments would not suffer).

First Resurgence: The Imperial Grand Survey

In the late 380s through the early 400s and 410s, Imperial scouts attempted to survey the worlds of the Protectorate for the Imperial Grand Survey. These attempts caused concern that the information was to be used for military or intelligence purposes, and presaged another war. The Protectorate "beefed up" the Star Legion and ordered it out on patrol, and many worlds refused cooperation with the Scouts, resulting in soured relations between the Imperium and the states of the Protectorate. The Imperium resorted to clandestine operations in Protectorate space, and in spite of Protectorate efforts to prevent it, most of the area had been surveyed to Imperial Class III standards by the time of the publication of the Survey, in 420.

Second Resurgence: The Vargr Missions and the Hidden War

In 382, Emperor Martin III of the Imperium ordered a series of Alien Missions to learn about the alien races with whom the Imperium had contact. These missions included xenologists and other researchers, journalists, and diplomats. The Vargr Mission, from 486 to 499, met a cool reception from Protectorate worlds, and, althout anti-Imperial feeling had ebbed since the Grand Survey, radically anti-Imperial factions attempted to incite worlds of the Protectorate to turn away the Imperial emissaries. When these attempts failed, the radicals resorted to terrorism and corsair raids, hiring bands of pirates and corsairs to attack the Imperial ships.

Cleon IV, unwilling to tolerate continued harrassment of the study mission, ordered Imperial Naval Intelligence to counter the anti-Imperial activity in the area, in a "Hidden War" lasting from 488 to 494. Although the Naval efforts were largely successful, they were widely publicised in the Protectorate, and anti-Imperial feeling surged. In spite of the cessation of harrassment, the Imperium elected to terminate the Vargr Mission early, in 499, and move on. 

Third Resurgence: The Second Imperial Survey

As with the original Grand Survey in the 380s to 410s, the Second Survey prompted fears of espionage directed at a possible war to incorporate the Protectorate area into the Imperium. While the Imperium did not resort as heavily to clandestine operations as during the Grand Survey, and relied more on diplomacy, there were nevertheless some incidents between the Star Legion and clandestine Scout operations that contributed to the damaging of relations with the Imperium.

Fourth Resurgence: The Utovogh Tirades and the Rebellion

A charismatic Vargr leader, Utovogh, was responsible for inciting anti- Imperial feeling among Vargr outside the Protectorate. While he has had little effect within the Protectorate, the growing hostility to the Imperium has been coupled with an increase in support for the Protectorate. Concerned about possible belligerence, the Protectorate increased the size of the Star Legion to its highest levels since the Julian War, and patrols have been intensified.

With the assassination of Strephon and the fragmenting of the Imperium, the Protectorate has emerged as a force for stability in the Antarean region and the Vargr Enclaves. Archduke Bzrk of the Imperial Domain of Antares has shown himself to be a leader who has earned the support of both Humans and Vargr in the region, and he is generally trusted to guide his Domain through the problems of the Rebellion.

In 1117, Archduke Bzrk announced that the Domain of Antares would be forced to "operate independently [of the Imperium] for a time", and renamed his Domain as the League of Antares. The following year, at Bzrk's request, the League was admitted to the Protectorate as a member confederation, and Star Legion detachments were soon in action against Imperial fleets under Lucan's control. Antareans and Julians were comrades-in-arms throughout 1118 and 1119, but resentment started to grow against Antares, for involving the Protectorate in a war not properly theirs to fight. The admission of two confederations formerly part of the anti-Vargr Second Empire of Gashikan provided a pretext for Bzrk to renounce the membership of the League in the Protectorate, and non-Antarean detachments of the Star Legion were at the same time withdrawn from the wars of the Rebellion. The condition of Lucan's forces had deteriorated to the point where the League of Antares could stand on its own, and good relations between the League and the Protectorate remain.

Member States

Following is a brief description of each of the major member states of the Julian Protectorate.

Unincorporated (JP/J-) Present in: Amdukan, Antares, Arzul, Empty Quarter, Mendan, Stars End, Trenchans Many systems join the Protectorate without first joining, or forming, a member state. These systems enjoy the protection of the Star Legion, and the independence of needing to look after no interests other than their own. The correspondingly weaker voting rights prevents member states from breaking off and becoming independent on their own.

Constellation of Koekhon (Jc) Present in: Amdukan, Arzul, Empty Quarter, Mendan, Stars End, Trenchans This mixed Human-Vargr state has Vargr in charge of the Executive branch of government; Humans control the Judiciary. Most Humans in the area are of Solomani extraction, and there is a sizeable population descended from deportees from Terra itself. The Vargr population, like that of most of the Protectorate, is primarily Irilitok Vargr, but sizeable minorities of Urzaeng and Ovaghoun Vargr can also be found.

The Constellation's society is paradoxical in some ways; while Human/Vargr cooperation is at a very high level, some of the strongest bigotry of one race against the other can also be found here, primarily among the Urzaeng Vargr communities, many of whom are descendants of refugees from anti-Vargr pogroms in the Gashikan region, and among the Human Image community on Jyestha House (Divide/Amdukan 1432), a religious group that believes that Humans were created "in the image of" their deity, and that other "supposedly intelligent" species are merely a mockery of that deity's work, and unworthy of association with those who are "truly intelligent".

The Constellation of Koekhon's central location within the protectorate leaves it comparatively isolated from contact with states and cultures from outside the Protectorate, and it maintains formal relations within the Protectorate only with the Rukadukaz Republic. In debates in the Protectorate legislature, Koekhon delegates generally present an isolationist viewpoint.

Tetusu-Dene Evaluation: 7 Although Humans and Vargr work well together here as elsewhere, it is unusual for them to be found together in social situations. For the most part, the panet relationship common in the Asimikigir Confederation, and considered unremarkable elsewhere, is viewed as being somewhat perverted here, and demeaning to both parties.

Alliance of Ozuvon (Jo) Present in: Amdukan, Arzul, Empty Quarter, Mendan, Stars End, Trenchans This Vargr-majority state of the Protectorate was originally formed by Vargr escaping from the Second Empire of Gashikan, and specifically the area now encompassed by the Commonwealth of Mendan. The Vargr population is mixed Irilitok, Urzaeng, and Ovaghoun, with the Irilitok majority smaller than elsewhere in the Protectorate. Resentment and hostility to Humans in general, and Humans of the Mendan Commonwealth in particular, are prevalent here, and on many of the worlds of the Alliance, Humans are treated as second-class members of society at best.

Tetusu-Dene Evaluation: 5V It is vanishingly rare for a Human to achieve any sort of Alliance-wide governmental post. On many worlds, Humans have the status of "untouchables", and on a small number of worlds, they are held in servitude that is different from slavery only on paper. Other states and the Protectorate itself have formally protested, but little has been achieved as yet.

Asimikigir Confederation (Ja) Present in: Amdukan, Arzul, Empty Quarter, Mendan, Trenchans The region in which the Julian Protectorate lies contains the whole range of Human-Vargr interactions, from outright hatred (in the coreward areas, in Gashikan) to total integration (on Asimikigir itself). The Empires of Gashikan have historically represented the negative extreme, where Human and Vargr will attempt to kill each other on sight.

The Asimikigir Confederation represents the other extreme, where human and Vargr cooperate openly and willingly, and even form intimate relationships (see "The Panet Relationship" under "Aliens of the Protectorate"), all in a completely integrated dual-species culture. Total equality is found throughout the Confederation, while the biological and sociological differences between male and female, and between human and Vargr, are fully accomodated.

The Asimikigir Confederation is also the home of the Menderes Corporations, the largest corporation in the Protectorate, and the only one that aspires to megacorporate status. The Menderes Corporation is fully diversified and socially progressive; although it emphasizes mercantile issues over social ones, it acts as an influence by example. Menderes social policies, though consistently downplayed by the company as simply good business, have consistently been cited as the single most important contributor to the good interrelationship that humans and Vargr have in the Confederation, and in the rest of the Protectorate as well.

Tetusu-Dene Evaluation: 8+ The Asimikigir Confederation is a model of interspecies cooperation. There is a small amount of benign and voluntary social segregation; only the fact that, on many worlds other than Asimikigir itself, the panet relationship is viewed with some unease prevents a full 9 rating. On Asimikigir itself, the Tetusu-Dene Evaluation would unquestionably be 9.

Rukadukaz Republic (Jr) Present in: Amdukan, Antares, Arzul, Empty Quarter, Mendan, Stars End, Trenchans The Rukadukaz Republic is one of the most influential members of the Protectorate, behind the Asimikigir Confederation and possibly the Commonwealth of Mendan. The vast majority of trade with the Imperial Domain of Antares flows through the Republic, and the Imperial Division of the Menderes Corporations is based here.

The Republic is also the "front line" in the event of hostilities with the Imperium; there is no other Protectorate member state with as strong a permanent Star Legion presence as the Republic. This presence has provided a boost to the Republic's shipbuilding industry; while in general, the high-tech and luxury ships built in the Protectorate are built by Vargr firms and yards in the Asimikigir Confederation, the shipyards of the Rukadukaz Republic are known for sturdy, absolutely reliable ships - when they can be obtained; it is not unusual for Rukadukaz shipyards to be concentrating on military contracts for either production or maintenance/overhaul.

The Rukadukaz Republic is one of the few Protectorate member states with a non-Irilitok majority among its Vargr; in fact, Irilitok Vargr are vanishingly rare in most of the Republic. Virtually all Vargr in the Rukadukaz Republic are Ovaghoun; there are a few communities of Logaksu and Urzaeng Vargr on the spinward edge of the Republic.

Tetusu-Dene Evaluation: 8 Integration between Vargr and Human is almost as extensive here as in the Asimikigir Confederation. On most issues involving interspecies relations, Rukadukaz attitudes will closely mirror Asimikigir attitudes. In general, the Rukadukaz Republic will quietly follow the lead of the Asimikigir Confederation, but on those occasions when the Republic chooses to be proactive, they and the Asimikigir Confederation are a formidable team.

Lorean Hegemony (Hl) Present in: Amdukan, Arzul, Empty Quarter, Mendan, Stars End, Trenchans The Hegemony of Lorean is one of the largest member states of the Protectorate, in terms of the number of member worlds, if not the largest. Nevertheless, its influence in Protectorate affairs is limited due to lack of proximity to major trading or diplomatic partners (other than the Rukadukaz Republic), and its own political priorities involve local development. It is one of the most active supporters of the Development Division of the Menderes Corporations, and a sizeable percentage of the Division's activities are focussed on the Hegemony.

The Hegemony of Lorean is the only active proponent within the Protectorate of pursuing relations with the K'kree outposts to trailing; Lorean efforts at promoting the K'kree trade have generally been met with disinterest by both the Protectorate and the K'kree. Nevertheless, promotion continues at a low level due to the potential that such trade has for increasing the importance, and therefore the influence, of the Hegemony in Protectorate affairs.

Tetusu-Dene Evaluation: 7 Social segregation is not a matter of policy in the Hegemony; rather, it is a result of perceived psychological and sociological differences between the races. In general, interspecies relations are amicable, and members of the two species will work together without incident.

Hhkar Sphere (Jh) Present in: Amdukan, Arzul, Empty Quarter, Mendan, Stars End, Trenchans The Hhkar Sphere is the only member confederation of the Julian Protectorate in which neither Human nor Vargr is the majority race. Instead, the saurioid Hhkar dominate these planets. The Hhkar initial intrusion into the sector was hostile, and while the Hhkar have been integrated into the Protectorate, there is still a good deal of wariness about them and their intentions, and a well-staffed and well-armed Star Legion base is maintained at Kargan as both a warning and an insurance policy.

The Hhkar generally do not associate with other races for purposes other than business; the most accurate Tetusu-Dene evaluation would assign a 0 to the Hhkar Sphere, although it is felt that based on past interactions, it would be better to assign a rating between 2 and 3.

It is a standing policy of the Hhkar Sphere that the Droyne community on Ahbrazz is forbidden contact with non-Hhkar. No reason for this restriction has been given.

Commonwealth of Mendan (Jm) Present in: Arzul, Empty Quarter, Gashikan, Mendan, Stars End, Trenchans The Commonwealth of Mendan is the only Member State of the Protectorate that was originally part of the Second Empire of Gashikan. Of the states on or near the Mendan Main, it is second in influence and political power only to the Asimikigir Confederation.

The Commonwealth of Mendan is the conservative voice in the Protectorate Council, urging restraint in relations with other states, and generally arguing against expansion of the Protectorate.

Internally, while the Commonwealth accepts the principle of equality between Vargr and Human, some residual race hatred between the species still exists, and Human and Vargr are found together or in cooperative arrangements less often than elsewhere in the Protectorate. These attitudes are changing, however slowly, and the extent of the change explains to a great extent why the Commonwealth chose to affiliate itself with the Protectorate rather than with the strongly anti-Vargr Third Empire of Gashikan.

Tetusu-Dene Evaluation: 6H Many worlds of the Commonwealth of Mendan rate a full 7; there are as many that do not. No world in the Commonwealth prohibits Vargr participation in government, but institutionalized discrimination remains a major social influence in the Commonwealth.

The Lumda Dower (Jl) Present in: Arzul, Empty Quarter, Mendan, Stars End, Trenchans The three planets of the Lumda Dower are ruled by a constitutional monarchy in which both humans and Vargr play an important part. While the Lord of Lumda, the head of the executive branch, is always a male human (though his heir is a member of his wife's family), the judiciary is entirely in the hands of Dower Vargr, and the legislature is bicameral, with each species holding one chamber.

Tetusu-Dene Evaluation: 7H While there is no mandatory segregation of Human from Vargr in the Lumda Dower, social patterns indicate that many members of both species are uncomfortable among the other. While this is not unnatural, it is exhibited in the Lumda Dower to a greater extent than in other member states.

Vugurar Dominion (Jv) Present in: Arzul, Empty Quarter, Mendan, Stars End, Trenchans The Vugurar Dominion is a Vargr-majority state. Its representatives in the Protectorate Council tend to be outspoken on every issue, although they are firmly committed to the principles of the Protectorate. Many of the most vocal advocates for Vargr equality throughout the region are Vugurar citizens; there is a strong sensitivity in the Dominion to anti-Vargr prejudice.

Tetusu-Dene Evaluation: 8 The race-consciousness of the Dominion has led to a very strong set of anti-prejudice laws. Overcoming residual hesitancy about strong integration on the Asimikigir model is a major goal of the Dominion government; much of the government-created entertainment is either set on Asimikigir or in the Asimikigir Confederation, or is centered on Asimikigir citizens traveling in the Dominion. In either case, it is not unusual for a panet relationship to be prominent in the story.

Pirbarish Starlane (Jp) Present in: Arzul, Empty Quarter, Mendan, Stars End, Trenchans The Pirbarish Starlane takes its name from that of the Vilani authority responsible for patrolling the Mendan Main prior to the collapse of the Rule of Man. Its capital, Lasla, was the second most important planet in the region prior to the Julian War, and it served as a coordination center for guerrilla resistance activity during Imperial occupation. Although the Asimikigir Confederation has eclipsed it in importance, the Pirbarish Starlane is still influential in the region.

Tetusu-Dene Evaluation: 7H No world in the Pirbarish Starlane mandates different treatment of Human and Vargr; however, many worlds do have institutionalized social segregation.


Ukhanzi Coordinate (Ju) Present in: Arzul, Empty Quarter, Mendan, Stars End, Trenchans The Ukhanzi Coordinate is one of the three states that form the majority of the so-called "Antares Crescent", an area that has historically had close ties to the Imperial Domain of Antares. The Ukhanzi Coordinate differs from the other states of the region, as its relationship with the Imperium is noticeably cooler than that of its neighbors; many of the Vargr majority are descended from Imperial Vargr fleeing mistreatment. The appointment of Vargr Archdukes has affected the attitudes of Coordinate Vargr less than those of Vargr elsewhere in the Protectorate; Coordinate Vargr see Soegz and his successors first as part of the Imperial power structure, and only second as Vargr.

Tetusu-Dene Evaluation: 7V Many Vargr in the Ukhanzi Coordinate are cautious in their relationships with Humans; this is a legacy not of the Race Wars, as it is elsewhere in the Protectorate, but of mistreatment of Vargr by Imperial authorities. Tensions have improved remarkably over the past several decades; it is entirely likely that a reevaluation within the next few decades will raise the evaluation to a full 8.

Rar Errall/Wolves Warren (Vw) Present in: Amdukan, Arzul, Empty Quarter, Mendan, Stars End, Trenchans Rar Erral ("The Wolves' Warren") is unusual in the Protectorate, being a one-species state. The entire population of the state is Vargr, with Urzaeng Vargr making up a significant majority. These Vargr are generally refugees or the descendants of refugees from Gashikan and Trenchan; it is suspected, but not proven, that this state is used as a base for raids on planets in the Third Empire of Gashikan.

For many years, treatment of Human citizens of the Protectorate that entered the area was acceptable, if cold; non-Protectorate Humans were summarily expelled. In recent years, even Protectorate citizens have been so expelled; formal protests have been repeatedly filed, and there is movement in the Protectorate legislature to revoke Rar Errall's membership in the Protectorate. The Asimikigir Confederation and Commonwealth of Mendan representatives have led the countermovement, offering as justification the possibility of influence by example, or "constructive engagement".

Tetusu-Dene Evaluation: 2V Violence against Humans has not been reported, but summary expulsion of Humans, regardless of the reason for their presence, has become common.

JP non-member client state (Cs) Present in: Empty Quarter There are a small number of Protectorate client states on its border with the Two Thousand Worlds. These worlds parlay their astrographical usefulness to the Protectorate for minimal Star Legion protection. Some are just waiting for the opportunity to become full-fledged unincorporated member systems.

Associated States: The Sarkan Constellation Present in: Mendan The Sarkan Constellation is a remnant of the Hormine League, a former medium sized state in Mendan Sector which collapsed due to racial tensions. The majority of the inhabitants of the Constellation are Vargr, but the government, such as it is, is firmly in the hands of Humans.

For the most part, the government of the Sarkan Constellation is unable to enforce its will on its member planets. Its association with the Julian Protectorate is in name only, and it is not unknown for corsair bands based here to raid Julian shipping.

Tetusu-Dene Evaluation: 5H In spite of the majority Vargr population, Humans dominate all aspects of the Sarkan Constellation. Vargr are barred from holding public office or owning businesses. Most public accommodations open to Vargr are considered substandard.

Associated States: The Zuugabish Tripartite Present in: Mendan The Zuugabish Tripartite failed to achieve its goal of membership in the Julian Protectorate primarily due to resistance by the Asimikigir Confederation and the Rukadukaz Republic, both of which objected to the relationship between Human and Vargr within the Tripartite.

While Humans dominate the Tripartite, there is a sizeable and restive Vargr population. Uprisings are common, and are often put down violently. The presence of corsair bands in and around the Zuugabish Tripartite does nothing to improve the situation.

The weak central government has been unable to stop the establishment of corsair bases within its territory, or to prevent raids on its territory from outside; the three provincial governments are only slightly stronger, but are suspected of using the corsair bands for their own unofficial purposes.

Tetusu-Dene Evaluation: 5H The primary obstacle to improved relations between Human and Vargr here is the direction of corsair activity against Human worlds, by corsairs based in the Confederation of Bammesuka and in Meshan sector. It is likely that with a stronger central government, the situation in the Zuugabish Tripartite could be improved to the point where its candidacy for membership in the Julian Protectorate would be viable. For now, Associated State status has been chosen, and the government is attempting to cultivate closer ties with the Confederation of Mendan, in hopes of receiving aid that will allow it to reach its goals.

Associated States: The Confederation of Bammesuka Present in: Mendan The Confederation of Bammesuka is a weak, decentralized interstellar state left over from the collapse of the Second Empire of Gashikan. In many respects, the culture here parallels that of the Confederation of Mendan; however, the Confederation government does not have the resources to exercise control of the area, and the little control that it does exercise is undermined by corsairs based in the Confederation and by raids conducted by other corsairs based in the Sarkan Constellation, the Zuugabish Tripartite, and Meshan sector.

Tetusu-Dene Evaluation: 4H Gashikan attitudes toward Vargr are for the most part preserved here, and reinforced by corsair activity. Nevertheless, weak as it is, the Confederation government has been attempting to moderate those attitudes.


Menderes Corporation

Menderes Corporation

The Menderes Corporations have a major influence on the economy of the Protectorate through widespread commercial activity; their social policies, while dismissed by corporate management as merely "sound business practice", are both the model for and the foundation of Human/Vargr relationships throughout the Protectorate.

The Menderes family has shown a high level of both business and political acumen; the last word with respect to Menderes Corporation business activity is always from a member of the family, and since the founding of the Julian Protectorate by Julian Menderes, no Regent of the Protectorate has been from outside the Menderes family, nor has there been any significant attempts at insurgency.

Origins

About the time of the Nth Interstellar War (-2235 to -2219), a family of Solomani traders, the Menderes, established lucrative routes along the Mendan Main. Later, many Solomani enterpreneurs in the area were assigned as planetary governors when Hiroshi II came to power. A few worlds went to the Menderes family, among them Asimikigir.

The Menderes established a commercial dynasty spanning all of Asimikigir that endured the entire Long Night (-1776 to 0). While the Menderes Corporation never sought a monopoly, it collected so much power that it could not be challenged in a situation that really mattered. It maintained this as an objective even when it broke into space again in -247. Menderes worked mightily to displace Kudukara Lines. But once assured of dominance, Menderes relaxed its pressure on the aging company.

Rise of the Syleans

The rise of the Sylean corporations, and their alliance with those in the neighborhood of Vland, presented a most unwelcomed intrusion into the Menderes economic sphere. The Pacification Campaigns (76 to 120) were paralleled by trade wars that ultimately forced Menderes to surrender its markets in Lishun, Antares, and Empty Quarter Sectors. The corporation ever after jealously guarded its remaining markets and routes among the Vargr Extents.

Success Amongst the Vargr

Menderes succeeded for having achieved an intimate understanding of Vargr economics. The Imperials, on the other hand, could not handle the alien system except superficially. Where it could, Menderes promoted Vargr companies, but worked against those in the Extents run by humans. Human companies provided inroads for Imperial corporations. They were also too stable, undermining Menderes' principle advantage. Without bringing resources to bear on powerful Vargr competitors, Menderes could get nearly anything it wanted by just waiting long enough.

Julians see the Menderes Corporation as a leader in promoting Vargr-humans relations. Still, the corporation emphasizes it is only a business and regularly points out it merely intends to create a more lucrative commercial environment. Yet its affect is profound. For instance, it has supported in the public media for centuries kuspar, floater, and saliball, which are today the most popular sports in the Protectorate. All of these take advantage of Vargr in some team positions, humans in others.

These sports also reflect the way Menderes functions. Vargr tend to occupy certain positions within the company, humans in others. The organization has tailored itself to take the most advantage from the strengths of both species. At the same time, the system bars no one from advancement and easily adjusts to the proportion of humans and Vargr available.

Historical Background

To understand the Menderes Corporation philosophy you must know something of the history of Vargr/Human relationships in and around the Amdukan sector.

The Sack of Gashikan and the Vargr Race Wars

In -1658 (Imperial), a Vargr corsair attacked the garden world of Gashikan, using nuclear weapons and pillaging the world. The human inhabitants of the world suffered global holocaust. The resulting reaction included reprisals against neighboring Vargr communities, and a series of bloody wars inflamed racial hatred between Human and Vargr as far away as Antares.

In -1646, human worlds uniting against the Vargr formed the Second Empire of Gashikan, whose founding principles focussed on the extermination of the Vargr as a race, on the basis of a perceived threat posed by the Vargr to the very existence of Humaniti. Early efforts to expel the Vargr from Gashikan sector fell short of full success, and Vargr retaliations inflamed fears of the humans in the area. Fear and hatred of the Vargr persisted and became rooted in Gashikan society, and influenced human states to rimward.

The Second Empire of Gashikan, taking advantage of anti-Vargr xenophobia, embarked on a campaign to bring other human planets under its domination, in the guise of offering them protection. Many planets accepted; others who refused were brought into the Empire by force, in a fierce war of unification. Eventually, the Second Empire of Gashikan controlled most of Gashikan sector, much of Trenchan and Mendan sectors, and had minor holdings in Meshan and Gzaekfueg sectors.

Although the Gashikan Navy continued to operate vigorously against the Vargr, the Race Wars are generally held to have ended in -1000, and the anti-Vargr prejudice, while still dominant, now had the opportunity to die down.

The Vargr Enslavements

After the end of the Vargr Race Wars in -1000, tolerance for Vargr grew in areas outside the Second Empire of Gashikan. Vargr settlements on planets that humans considered undesirable were accepted, provided that the Vargr posed no threat. Even where a threat was perceived, humans intervening preferred to enslave the Vargr rather than exterminate them. Inside the Empire of Gashikan, the situation was quite different. Vargr caught within the Empire were invariably killed immediately. Outside the Empire, Vargr slavery grew to enormous proportions, and became a dominant industry in the area, reaching a peak around -300. Continued Vargr immigration and the occasional emancipation, coupled with increasingly tolerant relations between human and Vargr, resulted around this time in a larger number of free Vargr than those still enslaved. Although it would remain a major industry for quite some time, Vargr slavery began a long, slow, decline.

The Menderes Emancipation

On Asimikigir, the Menderes Corporation was becoming a major corporation. Its power was due primarily to the large number of Vargr slaves it owned, which comprised most of it labor force. Unlike other slave-owning corporations, however, the Menderes Corporation made a strong effort to ensure that its Vargr slaves were happy and well-treated, and felt that they were leading rewarding lives.

In -321, the Menderes family head, Karik Menderes, took the forward-looking step of emancipating all of the Menderes Vargr, making them employees rather than property. Although done for economic reasons, the emancipation sparked a Vargr Emancipation movement on Asimikigir that eventually resulted (in -302) in the complete outlawing of slavery on Asimikigir. The trend spread quickly to other worlds, aided in part by the Menderes corporate attitude that racism and business didn't mix. Although the Menderes Corporation did not actively advocate this point of view, and in fact would set aside these attitudes where necessary to do business, the example that they set by merely existing turned into a powerful force for change. This resulted in increased opportunity for lucrative dealings between Vargr and human.

The Menderes Corporation again took a forward-looking step in -275, when Tran Menderes broke the effective monopoly that Kudukara Lines, a human-owned and -operated company from Gashikan, had on interstellar transport in the area. At the time, there were few worlds outside Gashikan that could build starships - but in Meshan sector, there were Vargr that could and did build them, and made an offer to carry Menderes goods off Asimikigir to other worlds.

The Trade Wars

When Tran Menderes accepted a Vargr offer to transport Menderes goods, he started a trend. Other Vargr traders approached Menderes, where they were met with a positive reception. The resulting trade association was both controversial and widely criticized, as was the Menderes Corporation, but Tran Menderes stayed his course, and eventually, with Vargr technical assistance and a mixed Human-Vargr labor force, the Menderes Corporation was able to launch its first starship in -247. Under the successors to Tran Menderes, the Menderes Corporation launched and generally won half a dozen trade wars against Kudukara Lines, and grew to connect the Vargr Extents with the Vargr Enclaves, profiting enormously from the Vargr trade.

Menderes Divisions

The operations of the Menderes Corporation are divided into divisions as outlined below:

Transportation and Communication Division: Operates the corporation's interstellar fleet of cargo ships and provides courier service to subscriber worlds as far as Windhorn Sector.

Space Systems Division: Responsible for the construction of all space related products, from warships to automated stations to vaccsuit components. In the Vargr Extents, it sells more subsystems and replacement parts than complete ships.

Intelligence Division: Excellent intelligence is crucial to operate in Vargr space without relying on serendipity. This division also keeps an eye on competitors, particularly when Imperial, and engages in covert operations and industrial espionage as necessary.

Weapon Systems Division: Produces everything from handguns to advanced planetary defense systems. These products compete well on the Vargr market. Its gauss weapons and mass drivers are superior.

Heavy Equipment Division: This division manufactures such items as earth movers, fusion tunnelers, large power plants, and city mass transit systems.

Electronics Division: Markets all manner of products related to electronics and computers. More than any other, this division carefully investigates the multitude of Vargr innovations and incorporates the best.

Resource Development Division: Most Menderes subsidiaries are attached to this division. Over the centuries, it had invested in agricultural colonies, mining settlements, and production centers that have matured. Its newest efforts lie in Arzul Sector.

Imperial Division: The newest division, it was created in 1085 to administer operations extending into the Imperium. In that year, Menderes Corporation negotiated an agreement with the Archduke Ngaez for operating rights within the Domain of Antares.

Miscellaneous Facts

Some little known facts about the Menderes Corporation. 

Vilani Units Menderes has taken the step of promoting the use of Vilani measurements in the Julian protectorate in order to reduce compatibility with Imperial parts and equipment. 1 Ugdada (ug) = 3.4mm 1 Isha (is) = 39.304g

The Origin of Menderes

"Menderes" is a Solomani name from a place called Turkey on ancient Terra. The Galanglic word "meander" is thought to have its roots in this name, which was first used for a slow, winding river in Terra's Turkey.

Star Legion

Star Legion

The Star Legion is the Julian Protectorate's military arm. It is tasked with protecting Protectorate member states from external threats, most notably the Third Imperium, and from internal warmongering.

Legionaries are recruited from amongst the Protectorate's member states. Because the Star Legion must be seen to be independent they are asked to renounce their state citizenship and become solely Protectorate citizens. This also serves to somewhat protect legionaries during times when they must serve in a state that is currently in conflict with their home state.

Because the Star Legion was first formed by the Menderes Corporation, it did not have a traditional command structure or system of ranks. Instead, the initial Star Legion's organisation was a bizarre mix of various mercenary units, local navies and corsairs. The rank table on the right shows the final solution Menderes' military advisors reached.

By using meaningful words for ranks, the Legion managed to have an understandable ranking system, that nevertheless had no commonality with existing Human or Vargr military systems. The bureaucrats have of course added complexity to the Protectorate ranking system, adding the prefix "Semi-" to a rank to indicate an individual nearly of that rank but not yet deemed capable of it, the only ranks to escape this treatment are those of Recruit (there is nothing lower) and Grandmaster (you can't nearly be one).

Star Legion Badges The Star Legion has three main divisions (see Legion Organisation below). The Star Legion badge is made up of the Julian Protectorate's star, surrounded by three gems, coloured to represent each of the Legion divisions.

On Black On White Transparent On Stars

Legion Organisation The Star Legion is organised into three main divisions, Navy, Marines and Farguard, see Chart SL01 below:

Chart SL01: Star Legion Organisation

Legion Navy The lion's share of Legion budgets are spent on the Navy, as befits a military organisation tasked with defending a multi-sector interstellar state.

The Navy divides itself into Main Fleet, Jump-capable warships, from battleship to escort; Flight, fighters, shuttles and other smallcraft; and Local Forces, which includes the Navy's battle tenders and battle riders. Main Fleet forms the Star Legion's offensive forces, frequently in commerce raider roles (see Commerce Raiding and Convoys by Larsen E. Whipsnade for details).

The Local Forces area is the one that most deviates from the Third Imperium's Imperial Navy, against which the Star Legion is often compared. The Protectorates' member states are asked to provide a certain quota of battle riders for the Navy. These are then allocated to defending the worlds of that member state, provided they are available for pickup by Legion battle tenders for patrols, training and of course war. The battle riders are the only ships in the Navy that bear both the Protectorate's symbol and that of local worlds within member states.

Main Fleet Uniform: Black shipsuit with ship badge, dress grays with gray cloak. Flight Uniform: Black jumpsuit with squadron badge, dress grays with black cloak. Local Forces Uniforms: Black shipsuit with system badge, dress grays with gray cloak.

Legion Marines The Marines mainly consists of the Legions, the ordinary marines, their support vehicles and their heavy weapons. There are two elite squads within the Marines that are worthy of mention. The Hoplite Assault and Raiding Deployment Squads (HARDS) are battle dress equipped marines who specialise in EVA operations (Legion battle dress is called Hoplite armour). The Subsurface Qualified Insertion and Demolition Squads (SQuIDS) are marines who specialise in subsurface (ie. underwater) operations, particularly covert insertions and demolitions.

Both HARDS and SQuIDS have excelled at operations normally regarded as too risky for normal marine troops. HARDS have assaulted and taken over entire class A Highports, in time for Navy cruisers to pull up alongside for refuel or repairs. SQuIDS have shown themselves capable of neutralising defensive submarine meson cannons, ensuring that planetary defenses were less of a threat to Navy assualt carriers in orbit.

Legions Uniform: Camouflage shipsuit, dress blacks with red beret. HARDS Uniform: Black jumpsuit, dress blacks with gray beret. SQuIDS Uniform: Black jumpsuit, dress blacks with blue beret.

Legion Farguard The Farguard are the Legion equivalent to both the Imperial Scouts and Imperial Intelligence. The three main divisions of the Farguard are Scouts, Intelligence and Auditors. Scouts oversee extra-border patrols, military surveys and have an early warning role. Intelligence are responsible for intelligence gathering, counter-espionage and counter-terrorism on a Protectorate level, sometimes against groups internal to the Protectorate. Auditors take on the legal duties for the Legion, and internal affairs, they also have a role as independent weapons inspectors to keep all member states military potential transparent to each other.

Intelligence Uniform: Black shipsuit, dress greens with black beret. Auditors Uniform: Green shipsuit, dress greens with green beret. Scouts Uniforms: Camouflage shipsuit, dress greens with black beret.

Fleet Organisation The Legion Navy organises their ships into wolfpacks, fleets and hordes.

Wolfpack The equivalent of an Imperial squadron, a wolfpack will consist of a number (3-15) ships of often quite varying sizes. The ships will all be of a similar speed and jump capability, as it is their mobility that makes the Legion wolfpack so fearsome. Common tactics are to swarm enemy convoys or outriders, with overwhelming force, and then withdraw before the reinforcements can arrive.

Fleet The Legion fleet organisation is often more used for administrative purposes than actual combat. Technically, a fleet will have 10-50 ships assigned to it, of sizes varying from battleships in the 100,000+ dton range, to 400 dton patrol cruisers.

Horde Serious problems require serious solutions, and in a time of war the Legion will quickly assemble a massive number of ships in an attempt to overwhelm the opposition. Such a unit is called a horde, and will typically have 100-3,000 ships assigned to it. There have been only a few times in the history of the Protectorate when such a horde was required.

Ship Classes Here are some sample Star Legion ship classes and notable ships from those classes. Included on the downloads page are some examples of the ships below, in Fire, Fusion & Steel 2 (FF&S2) format.

Main Fleet The backbone of the Star Legion navy are the Main Fleet forces. Battleships, carriers, cruisers and escorts are all common classes used by the Legion Navy.

Object Of Seasons class battleships: » Arch Of Winter » Bowl Of Rainy Season » Door Of Spring » Fountain Of Autumn

State Colour class carriers: » Crystalline Green » Gaseous Blue » Gelatinous Orange » Liquid Red » Plasma Grey » Solid Black

Speed To Emotion class cruisers: » Creeping To Awe » Dawdling To Joy » Fast To Anger » Rushing To Fear » Slow To Jealousy

Sound Weapon class destroyers: » Banging Machete » Booming Dagger » Clashing Sabre » Deafening Cutlass » Wailing Spear

Measurement Mental-State class escorts: » Hour Distracted » Kiloisha Nightmares » Lightyear Lunacy » Meter Irrational » Parsec Dreams

Local Forces These ships form a key component of local defense forces, and are only mobilised together when a threat to the Protectorate requires the stripping of battle riders away from their normal defensive positions.

High Ideals class battle tenders: » Beauty » Courage » Honesty » Honour » Law » Loyalty » Nobility » Truth

Weather Of Metal class battle riders: » Clouds Of Iron » Fine Sky Of Gold » Monsoon Of Tin » Sleet Of Aluminium » Storm Of Silver » Typhoon Of Zinc

Star Legion Ranks The mixed Human/Vargr forces of the Legion required a new set of ranks that did not come from either races' military history, and that gave a flat, flexible command structure.

Officers

O9 » Grandmaster 
O8 » Strategist 
O7 » Semi-Strategist 
O6 » Commander 
O5 » Semi-Commander 
O4 » Tactician 
O3 » Semi-Tactician 
O2 » Leader 
O1 » Semi-Leader 

Enlisted

E7 » Veteran 
E6 » Semi-Veteran 
E5 » Senior 
E4 » Semi-Senior 
E3 » Junior 
E2 » Semi-Junior 
E1 » Recruit 

Ranks In Use

Leader Jones 
Junior Smith 
Semi-Veteran Rrvargh 
Strategist Menderes 
Semi-Tactician Bhagk 
Recruit Zouf 

Experience

In terms of the amount of experience typically required to reach a particular rank, the following chart is useful. 

For an officer:

A Grandmaster commands  100,000+ men, fleet/horde 
A Strategist commands  10,000+ men, battle ship/fleet 
A Commander commands  1,000+ men, large ship/wolfpack 
A Tactician commands  100+ men, medium ship 
A Leader commands  10+ men, small ship 

For an enlisted man:

A Veteran has 10+ years experience 
A Senior has  5+ years experience 
A Junior has  2+ years experience 
A Recruit has  0+ years experience