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<center>[[File:Luceism-small.png|small|link=]]</center>
On the eastern edge of the Empire of Dominia lies the least-populated major world of its domain: the '''Imperial Viceroyalty of Sun Reach''', fully integrated into the Empire in 2422 following an invasion of the Mithra System by the Imperial military in response to piracy against the Empire by the planet’s former rulers. Over the past forty years the planet has become a major source of Helium-3 production for the Empire’s war machine and, as generations of Reachers have come over age under Imperial rule, the planet’s identity has become more and more entwined with the Empire that both aids and exploits it.


<center>''The Luceian Square, a holy symbol of Luceism representing the extinguished but all-seeing Star of [[Assunzione]]'s system that is simply waiting for the right moment awaken''</center>
Reachers are '''Ma’zals''' of the [[Empire of Dominia[[: commoners of non-Morozian descent. Unlike their counterparts in the [[Novi Jadran|Imperial Mandate of Novi Jadran]], the majority of Reachers are not honorary Secondaries, and are instead simply common Ma’zals.


<center>'''"So that the Star may someday return."'''</center>
==History==
 
===The Solarian Republic of Sun Reach (2189-2302)===
 
<center><i>“This is almost certainly an advantageous position for us to hold in the Arcadian Frontier, Prime Minister. Through it we can secure a future for shipbuilding in the region. Within a century, it will be a production center on the level of Neptune,”</i> -  Martin Clemson (2119 - 2230), [[Sol Alliance#Departments|Solarian Secretary of Colonization]], 2179.</center>
 
What would become the Viceroyalty of Sun Reach in 2422 was once one of the southernmost planets in the Solarian Alliance. Discovered in the late 2100s and colonized in 2189 due to extensive Helium-3 presence in its system, Mithra, Sun Reach was intended to support Solarian expansion into the Baltian and Arcadian Frontier Sectors through fuel processing and robust — though not military-grade — spacecraft production facilities built in orbit around it. Thousands of vessels were produced for the Alliance’s government, private corporations, and citizens throughout the 23rd century until the outbreak of the Interstellar War in 2278, when production was shifted to support the Solarian Navy and limited military production facilities were established in orbit.
 
By 2287, when the Interstellar War ended, the Solarian Republic of Sun Reach was a comparatively stable and peaceful world compared to other Solarian frontier sectors, which has increasingly fallen into disarray as the War continued. A robust system defense force supported by the planet’s shipbuilding industry let it project an area of security around it alongside functional warp gates connecting it to Persepolis, Tau Ceti, and the Southern Reaches ensuring plentiful supplies. Assuming these connections remained stable, the Republic’s future was essentially secure. While the loss of the Coalition of Colonies had been a stark loss, the Alliance remained great — and the Republic imagined it would be the site of a new, bold expedition and expansion into the galactic south.
 
Over the remainder of the 23rd century the Alliance fell further and further from its prewar glories. A naval coup in 2289 led to more unrest in the Solarian Frontier, a terraforming disaster on Mars in 2298 shifted more attention to the Solarian Core, and the damage the Interstellar War had caused to the economy had not faded in much of the Alliance. As the 2300s dawned Sun Reach entered a new century in a more precarious state than it had ever been in.
 
===The Pirate Lords (2302-2422)===
 
<center><i>“I will take what is mine through my strength of conquest, and your planetfolk weakness. Disobey my command, and my crew will have the run of your capital, ‘Duke’ Glavan,”</i> - High Captain Ernst Zhang during a raid of Novi Jadran during the mid-2380s. </center>
 
With the secession of the Republic of Elyra in 2302, Sun Reach was thrown into chaos as its supply routes collapsed and the broader Alliance began a messy, chaotic withdrawal from the Southern Solarian Frontier which left many planets to fend for themselves. The republican government of Sun Reach ended in early 2302 when the system defense force couped the civilian government and installed a military “emergency government” which was essentially a dictatorship. Desperate to sustain their naval strength without the external supplies they had depended on, and unable to produce new shipyards, the military government turned to “requisitioning” supplies from nearby systems under Solarian emergency regulations. But as the years dragged on and the defense force began to loot further and further territories, their goal became less to sustain their strength and more to enrich themselves while maintaining their dominion over nearby worlds, who they forced to pay protection money. By 2310 the Reacher Guard had become the Pirate Lords, the scourge of the Badlands.
 
As the Pirate Lords further established their authority over the planet and enriched themselves, they neglected to support the civilian population of the planet and instead focused on their planetary refineries and the orbital facilities from which they ruled. The broader population, deprived of any external support and forced to pay their own tithes to the Pirate Lords and their crews, gradually became unable to support the advanced technology many settlements had. By the mid-2300s most had resorted to living off the land in small villages they often built around desalination facilities or the rare natural aquifer. By 2422 a solitary urban center – Sun Reach, the former capital of the planet – remained, with others having fallen into ruin and many having been reclaimed by nature. These villages would nominate a single family to deal with the Pirate Lords, who demanded material support and recruits from the planet itself. Tribunalism arrived on the planet during the 2300s and was mostly an underground religion, with the Pirate Lords viewing it as potentially dangerous to their rule.
 
By the 2380s the Pirate Lords’ influence had reached another major former Solarian world: Novi Jadran. Jadranic and Reacher forces fought several battles between 2380 and 2389, with most being won by the Pirate Lords and Novi Jadran squeezed further and further by raids. But the victories of the Pirate Lords over Novi Jadran would, in a twist of irony, become their undoing when Novi Jadran petitioned the young Empire of Dominia for aid and was annexed into it peacefully. Deprived of the industrial tithe they could gain from Novi Jadran, the Reachers were put on the backfoot as they tried to avoid deliberately raiding Morozian-flagged vessels. But by the 2410s the Pirate Lords, greedily seeking more wealth, had begun harassing Imperial vessels. The Empire and Pirate Lords were now set upon a course which would inevitably bring them into open warfare and, following a skirmish between the Imperial Fleet and Pirate Lords in 2422, the Imperial military launched a punitive expedition with the aim of conquering Sun Reach, ensuring the Empire’s control over the Badlands and the end of the Pirate Lords as a serious threat to its expansion in the region.
 
===The Imperial Viceroyalty of Sun Reach (2422 - Present)===
 
<center><i>“For crimes against the citizenry of the Imperial Mandate of Novi Jadran I sentence you, Captain Zhang, to death by hanging! To your crew, the beneficent Emperor has seen fit to offer them their choice of service in the Imperial Fleet or fifty years’ labor in the Imperial Territory of Fisanduh’s mines. With Her as my witness, I pronounce judgement!”</i> - Naval Magistrate Hitomi Kaneko during the military trials of the Pirate Lords, 24 March 2423.</center>
 
It took the Imperial military under a month to defeat the Pirate Lords and occupy the planet, with their dated equipment and poorly-trained forces falling apart after the first engagements of the expedition. Some, unwilling to surrender to the Empire, fled abroad or into the swamps surrounding the Algae Belt, becoming the first rural bandits of the planet. Many of the Pirate Lords were captured, tried, and quickly executed by the Empire. Imperial forces were, in some areas, greeted with open arms by a population which had long hidden their Tribunalist faith and was now free of the tithes paid to the previous government. In other areas, the Empire was viewed as little more than a replacement for the Pirate Lords and a shallow reminder of the democracy which once flourished under Solarian rule.
 
With Sun Reach’s conquest of Dominia came immense investment by the Empire’s economy, particularly Houses Zhao and Caladius. For the first time in over a century neglected Helium-3 refineries and orbital shipyards which had fallen into disrepair were brought online, and thousands of Reachers moved into cities to seek employment in better-paying urban industries. Others, seeking to redeem — or perhaps continue — their piratical past, joined the Imperial Fleet or the Goddess’ Flotilla. Most residents of the planet view life as better under the Empire than it was under the piratical former government, though some dissent. Those who opt to fight against the Viceroyalty often take to the swamps and mangroves around the Algae Belt, risking disease, weather, and dangerous wildlife to avoid the Imperial Army and Home Guard. Derided as outlaws and rogues by the government, and by most Reachers, these men and women often become little more than bandits.
 
In the Helium-3 industry, which is concentrated in the planet’s cities, there are few regulations and many are made to work long hours in hazardous conditions for less pay than workers in the Imperial Core. Meanwhile, the rapid growth of urban areas over the past 40 years has caused a rural decline in many areas as young algae farmers leave for higher-paying jobs to pay off their Mo’ri’zal, disrupting the planet’s traditional way of life. While their system of ruling their villages through notable families remains, some Reachers are concerned their culture will be consumed by the Empire by the end of the century as more and more of the planet’s inhabitants grow up only having known Imperial rule.
 
As the Empire looks towards the 2470s it considers how to best continue to develop the Viceroyalty, and to quash its issues. Whether or not it is successful remains to be seen, though as more and more Reachers are raised knowing solely Imperial rule it is less and less likely any serious efforts will be made to throw off its rule. For now, at least, the Viceroyalty is solidly in the hands of the Empire.
 
==Environment==
 
<center><i>“Soldiers! This environment will be unlike your homes in the Imperial Mandate. Expect humidity, insects, and constant rain in some areas. Remember your training and watch yourself and your comrades for signs of heatstroke. Dismissed!”</i> - First Lieutenant Henrik Novak of the 122nd Jadranic Infantry Regiment prior to their deployment to Sun Reach, 2457.</center>
 
Sun Reach is a hot, humid, and wet world dominated by swamps and mangroves. It has long, hot summers with short, cool winters and temperatures rarely drop below freezing even during winter. Much of the planet’s surface outside of its limited landmasses is covered by shallow oceans. These oceans are home to floating islands of organic plant mass which, while rarely encountered, represent a stunning example of Reacher biodiversity. Rain is frequent and many areas flood seasonally, being dry during the winter and underwater during the summer months. Building any serious infrastructure on Sun Reach is difficult due to these seasonal floods and the swampy conditions of much of its land. Much of the planet’s water is salty, which leads to further infrastructure issues due to corrosion and a need to build desalination facilities — historically, Reacher settlements are often based around these plants.
 
The equatorial region of Sun Reach is known as the Algae Belt, and is where most of the planet’s population can be found. Year-round dry land is found more readily here than in any other region of the planet and, while still swampy and humid, permanent settlements are easier to construct and infrastructure is easier to maintain. However, regular maintenance is still required to counteract the planet’s climate and the mostly-sunken remnants of rail lines and roads from the pre-Imperial era are frequent sights in more rural regions of the Algae Belt. Aquaculture has historically been the dominant industry in this region due to the abundance of shallow, relatively calm waters and natural hardiness of the Reacher staple crop: algae.
 
Beyond the Algae Belt, as one travels further towards the planetary poles, the environment becomes less hospitable as human settlements begin to grow more sparse before eventually ceasing entirely. As one travels towards the poles weather becomes more extreme, with frequent storms and rain which is rumored to never cease at the poles. At the same time flora begins to steadily increase and eventually becomes too dense to reasonably travel through unless one spends days clearing the foliage meter by meter. Some Imperial expeditions have recorded foliage which appears to deliberately grow in their path and thin out behind them, as if it is trying to deliberately block their progress, but House Volvalaad has dismissed this as outlandish and unscientific. Much of this area is poorly explored and few accurate maps exist, with orbital photography ineffective due to the density of foliage and frequent cloud cover. Cartographic efforts by Imperial scholars have been frustrated by a lack of funding, Reacher superstitions about the poles, and the hazardous conditions of the far reaches of the planet. The Alliance is rumored to have completely mapped Sun Reach during its hegemonic era, but no maps are known to have survived to the modern era. Rumors have long circulated that the poles contain lost Solarian research facilities where terraforming was researched centuries ago, and that equipment gone awry is the source of the freak weather near the poles.
 
===Flora and Fauna===
 
The '''Reacher Gar''' is a large, typically 2-3 meter long and relatively slender carnivorous fish found across Sun Reach’s shallow waters. Commonly known as the “gar fish” (or garfish) among locals, it is a frequent source of food for the rural populations who live near the mangroves gar prefer to nest in. Reacher garfish are capable of moving at surprising speeds while striking at their prey — typically smaller fish or aquatic mammals — and their scales armor them against most predators. These scales are used by Reachers to fashion small blades and limited amounts of bite-proof clothing. While not actively hostile towards humans, gar fish will defend their nests and can inflict painful bites on unprepared humans.
 
An apex predator alongside humanity, the '''Reacher soostatom''' closely resembles the alligators of old Earth. It is a large, quadruped animal which can grow anywhere from six to nine meters long depending upon the environment, with soostatoms growing larger as one approaches the poles. Soostatom are carnivorous and easily capable of killing a human if threatened. However, attacks are generally rare. Reachers historically hunted soostatoms for their meat and their tough, leathery skins which are used to make clothing. In the Imperial era soostatom hunting has dropped as many urban areas have moved to adopt more traditionally Morozian styles of clothing.


An unusual syncretic religion originating upon the planet of Assunzione, Luceism is a quasi-Abrahamic religion descended from a variety of faiths held by the original colonists that first emerged following the unexpected extinguishing of Assunzione’s star in 2274. While arguably a branch of modern Abrahamic religions, Luceism is a hard-to-define religion dedicated to the worship of an abstract representation of light referred to as the Ennoia. Though it is, unsurprisingly, strongest on Assunzione, followers of the faith can be found throughout the Orion Spur alongside their houses of worship.
The '''mangrove-creeper''' is a common semi-aquatic plant which is found growing along the bottoms of trees in mangroves or bayous. A symbiotic species with the larger trees, mangrove-creepers are carnivorous plants which lure small animals beneath them with their fruits and use grabbing “mouths” to latch onto their prey and dissolve them with a digestive acid. While their mouths are too small to harm humans, mangrove-creepers have historically been viewed as a pest by rural communities. However, since 2422, they have become valuable cash crops due to their acid being an effective industrial solvent which is commonly used in the planet’s Helium-3 refining industry. Villages which once cursed these plants now grow rich from them.


==History==
==Culture==
 
<center><i>“Reachers are, due to neglect by their former masters, less culturally advanced than the Imperial Core and Novi Jadran. In this volume, I will discuss how these primitive beliefs emerged and how they can be eradicated,”</i> - Doctor Rahela Lemnaru, Jadranic sociologist employed by House Caladius, in her introduction to Cultural Backwardness on the Imperial Frontier Vol. XII: Reacher Customs and Beliefs (published in 2559).</center>
 
While Reachers follow the broader cultural trends and holidays of the Empire, their recent entry and unique history has given them a culture distinct from the broader Morozian-influenced culture of Dominia. Those from the rest of Dominia often stereotype Reachers as rural, conservative, and prone to superstitions while at the same time being hardworking, loyal, and faithful to the Goddess. Internationally, some regard Reachers as simply another planet subjugated by Moroz while others view them as having received a justified punishment for their actions as pirates. Reachers themselves are generally Imperial loyalists, viewing the Empire as better than the Pirate Lords, but some wish for further autonomy and more radical dissidents wish for a return to the era of piracy.
 
Historically, Reachers have lived in small rural communities numbering from a few hundred to several thousand. Built around either desalination plants or natural sources of water these communities relied on aquaculture to survive and the Reacher diet remains mostly unchanged from this era, favoring algae, aquatic plants, and seafood. Under the Pirate Lords these communities were expected to pay a tithe of resources to the captain who controlled the area, and a single family was chosen to be the point of contact for the community. Over a century of paying tribute, these families have morphed into the dominant political class of the planet and many were kept in place by the Empire out of convenience. Modern rural communities on Sun Reach do not look very different from their counterparts a century ago, though many have died out due to depopulation as Reachers immigrate to urban centers for higher-paying work. Large families are a common sight in rural communities on Sun Reach and rural families are often very connected to one another, with multiple generations and branches living in close proximity to one another.
 
Rural village life on Sun Reach is often challenging, with little in the way of outside help and overland travel difficult due to swampy terrain and poor weather. Travel is traditionally done over water, often by airboat, and navigating the mangrove-filled waters of Sun Reach can cause even simple journeys to take days. Investment by the Empire has brought limited rail infrastructure to Sun Reach and some particularly remote villages are now more connected to the broader planet via air travel, but the difficult terrain of the planet has ensured infrastructure is slow to expand and expensive to maintain. Regular passenger rail services are only available between major settlements along the Algae Belt, with other areas serviced much more infrequently. Travel by wheeled vehicle is rare, with the exception of Imperial Army equipment, due to persistent swampy mud which mires all but the hardiest vehicles.
 
Reachers who move to its sole urban center, itself named Sun Reach, often find work in the Helium-3 industry which has come to dominate the Viceroyalty’s economy in the decades since its conquest. While it pays far more than aquaculture work, the He-3 industry is poorly regulated and dominated by off-planet nobles such as House Zhao. Injuries are common among laborers in the field and hours can be long, with plants working round-the-clock to fulfill the fuel nerve of the Imperial Fleet. Injured workers are often let go without severance fees or benefits, returning to their villages as cripples or living off of charity provided by the Tribunal in the slum districts of Sun Reach – sometimes without permanent housing, creating a homeless issue on a planet which had no such issue prior to 2422. The rapid expansion of the planet’s only city has created a housing crisis and resulted in many urbanite Reachers living in ramshackle apartments in poorly-designated, overcrowded slums. Urban families are much smaller than their rural counterparts, and many urban Reachers will only see their broader families on holidays. Imperial sociologists and urban planners estimate the Viceroyalty will not have a second major urban center until the early 2500s, potentially later, due to its environment being poorly-suited for major urban projects.
 
Due to neglect of the planet under the rule of the Pirate Lords leading to widespread poverty, Reacher cuisine has historically revolved around aquaculture and local fish — reliable food sources which can be found easily at all points of the year. Wild game from the swampy forests of the planet is part of the diet of Kent rural communities and the ends of successful hunts are often community celebrations where the entire village participates in a feast. As the planet’s population has urbanized since 2422 and off-world foods have become more common, Reacher urban cuisine has been influenced by the similarly seafood-based diets of Novi Jadranic soldiers and engineers who have been brought or come to the planet’s cities to support the Viceroyalty.
 
===Reacher Tribunalism and Folk Beliefs===
 
Tribunalism has been present on Sun Reach since the 2300s, first arriving via merchants and visitors from Moroz and gradually spreading throughout the planet over the following years, though it would only become the majority faith of the planet after 2422. Suppressed by the Pirate Lords as a potential security risk, the pre-Imperial Tribunalists of Sun Reach were forced to practice in secret to avoid punishment. These individuals — known as Old Tribunalists on Sun Reach — form a kind of social elite on the planet under Imperial rule, being viewed as more loyal and more faithful than the typical citizen of the planet. Reacher Tribunalism has, due to its isolation from the broader Tribunal prior to 2422, acquired several unique characteristics born from a merger of Tribunalist and Reacher traditions.
 
Unlike Morozians, Reachers traditionally cremate their dead due to the difficulty of ensuring corpses remain underground in the soft, swampy terrain of the planet. Those corpses which are buried will, unless properly buried in stone crypts, often return to the surface after the first heavy rain. The ashes of the corpse are collected and preserved by the deceased’s relatives, then stored in a family shrine. Often located on the edges of Reacher villages and towns, these shrines are the closest equivalent Reachers have to traditional graveyards and serve as an important gathering point for Reacher families. Reachers believe that unless a corpse is burnt and its ashes returned to the family shrine, it will wander the Spur as a wandering spirit for all eternity. While Reachers believe these spirits are not always malicious, traditional belief holds they will do anything to have their ashes returned to their proper resting place — including killing or harming the living.
 
Reacher Tribunalism has a strong religious tradition of faith healing, particularly in rural areas, which combines folk medicine with the Tribunalist faith. Locally known as Kaivijadii, or Roamers, these individuals grew to prominence under the Pirate Lords’ neglect of the planet and were the only chance many Reachers had to receive medical care. With the arrival of the Empire in 2422 and the increasing presence of modern medical systems, the Kaivijadii now coexist alongside conventional medicine with the Tribunal’s blessing. A Kaivijadii’s healing abilities are said to be derived directly from the Goddess and their connection to Her is strengthened through prayers passed down from practitioner to practitioner, generally through familial ties. The rituals of the Kaivijadii are unique to each practitioner and have often been passed down since the early 2300s.


Luceism remains closely tied to the planet’s history in a general sense.
While most Kaivijadii are regarded as benevolent practitioners who wish to aid the faithful of Sun Reach, the Madalin-Kaivijadii, or Roaming Sculptors, are a group of malevolent Kaivijadii said to live in the wild, sparsely populated areas beyond the Algae Belt where they can avoid the gaze of the Tribunal and the Viceroyalty. Madalin-Kaivijadii are said to be able to cast curses via black magic taught to them by witch-spirits, and sustain their powers through ritual sacrifices which ensure the victim becomes a wandering spirit in the thrall of the Madalin-Kaivijadii. Unexplained disappearances in rural communities are often blamed on these magicians and Reacher parents commonly tell their children that if they misbehave, a Madalin-Kaivijadii will abduct and sacrifice them. These rituals are said to give the Madalin-Kaivijadii eternal youth, so long as they continue them, and render them immune to any weapons not blessed by a faithful Tribunalist clergymember. The Viceroyalty’s government holds that the Madalin-Kaivijadii are simply fiction and do not truly exist, but many Reachers continue to believe in them. Whenever a person disappears without explanation, crops fail, or misfortune occurs, they are often blamed.


The founding year of Luceism is generally agreed to be 2274 in the immediate months following the Star’s extinguishing. The religion itself has no true founder as it originated from a meeting in Malaga referred to as the Council of Clergy intended to address the spiritual and societal crisis that had resulted from the star of the system going out. The faith exploded across Assunzione in the following years and by the early 2280s had become the dominant faith of the planet. In the 2460s Luceism remains the dominant religion on Assunzione, with upwards of 90% of the planet identifying with it. It also remains closely wedded to politics in the Republic of Assunzione, with many prospective politicians requesting blessings from clergy for their campaigns.
==The Viceroyalty==


==Houses of Worship==
Since 2422 Sun Reach has been part of the broader Empire of Dominia, and is known as the Viceroyalty of Sun Reach. The Viceroyalty itself is an odd state which is divided between a civilian-run colonial administration and an extensive military administration which rules alongside it, both of which are under the leadership of Governor-General Hermann Gaufried-Meinrad Strelitz — a career military officer who has found himself awkwardly balancing competing interests from native Reachers, the great houses, the Imperial government and military, the Tribunal, foreign corporations, and others. Below him is the civil-military administration of the planet, itself divided between Morozians and loyal Ma’zals, both from Sun Reach itself and elsewhere in the Empire. The civil-military cleavage in the Viceroyalty’s administration has led to many conflicts of interest between the government itself and has allowed notable Reacher families, through the patron-client system established under the Pirate Lords, to maintain their grip on power in many areas. But all know that, for the Viceroyalty to continue to succeed, one thing must not change: the flow of Helium-3 from Sun Reach to the broader Empire must continue, no matter the cost.


The chapels, cathedrals, and other assorted temples of Luceism range in size from simple rooms placed in the sides of buildings found throughout the planet’s habitation domes - - to formal churches to grand cathedrals dedicated to the worship of the Custodian of Light - they all have one trait in common. In the center of every properly consecrated Luceian house of worship dwells a constantly lit flame maintained around the clock by the clergy of the faith. This flame is, to true believers, a representation of Assunzione’s mostly-extinguished star, and the hope that they will be able to rekindle it somehow, someday. Their places of worship are - due to their distaste for the dark - generally extremely well-lit, often with no truly dark areas in them.
The civilian administration of the Viceroyalty is concentrated in its urban centers and the more developed regions of the Algae Belt, and has two primary responsibilities: the first is to ensure the planet’s development continues, and the second is to ensure its fuel industry continues to be profitable. Work on Sun Reach for the civilian administration is often unpleasant, with its primarily Morozian and Jadranic staff unused to the stifling heat and humidity of the planet and expected to work long, often irregular hours to ensure development of the countryside continues. Nobles prefer to avoid Sun Reach’s administrative postings, and almost all are instead filled by Secondaries or Integrated Ma’zals. The civilian government, with its focus on development, is expected to work with and alongside the military government, which focuses upon security.


The design of Luceian churches and temples is an unusual one that indicates the faith’s roots in old Earthbound religions before the arrival of settlers to Assunzione. Formal churches will generally follow an X pattern in their construction, with a circular tower rising from the middle of the X and above the church. This tower generally houses the eternal flame of the church, and has been termed the “lighthouse” by outside observers. The inside walls of these churches are often lined with ornate stained glass windows depicting both the history of faith and of Assunzione itself. Areas of worship feature a raised central pulpit that is typically lavishly decorated, with followers seated in circular pews around the pulpit. Beneath this is what followers of Luceism refer to as a greater warding sphere - a large, circular object filled with luce vines that constantly fills its surroundings with a ghostly white light. Followers state that if one is experienced with reading the shadows cast by a lesser warding sphere, it will always point you back to Assunzione.
The military government of the Viceroyalty is concentrated in its less developed and more sparsely populated areas, where control is often weaker and rural banditry continues to persist. Throughout the Viceroyalty’s history most of the troops stationed there outside of an Imperial Flying Corps contingent are Jadraners. While loyal and effective soldiers these troops are often unprepared for the tropical environment of Sun Reach when they first arrive. Sunstroke and other ailments are a common issue, particularly in the harsher environments on the edge of the Algae Belt, and the swampy terrain of Sun Reach makes travel difficult for the heavily mechanized Imperial Army, which must rely upon riverine forces and local militia units to bolster its strength and defend isolated regions from banditry and other nuisances.


Though much attention is rightfully given to the grand houses of worship of Luceism, the most common area of worship in the faith - by quite a large margin - are small shrines commonly found in the homes of the faithful. These shrines are typically quite small, the size of a dresser or typical closet in order to conserve space within the limited living areas found under Assunzione’s biodomes, but are able to contain everything a small group of followers would need for their prayers, ranging from incense to prayer mats, to warding spheres. It is not uncommon to find these shrines in the homes of Luceians travelling far afield from their planet.
Below these civilian and military administrators are trusted Reachers, often Old Tribunalists, who are expected to carry out the day-to-day tasks associated with direct management in a twist on the patron-client model originally used by the Pirate Lords. These Old Tribunalists form a social and economic elite on Sun Reach through their work with the colonial government and are the closest equivalent Sun Reach has to a native nobility in the style of Novi Jadran. Reacher culture expects these families to work towards the goals of those below them and expects those below them to not question the ruling family — a survival mechanism originally from the era of the Pirate Lords, where being perceived as a threat to their rule could see a community wiped out. In the Viceroyalty era this means the Old Tribunalist families often leverage their political and economic influence to gain concessions from the colonial government.


==Doctrine==
Non-Tribunal law enforcement on Sun Reach is the responsibility of both the Imperial Reacher Colonial Constabulary (IRCC) and the Imperial Army’s military police (“MPs”), with the IRCC handling the capital, its surroundings, and many villages while the Army’s MPs handle much of the countryside outside of villages and more severe crimes. The reason for this odd arrangement is the relative inexperience of the IRCC: the Viceroyalty’s constable branch was founded in 2438 and remains mostly staffed by junior officers with little practical experience, and relies heavily upon Jadranic staff brought into the Viceroyalty to plug gaps in the IRCC’s abilities. During its past near quarter-century of existence the IRCC has struggled to establish itself as an effective policing force and likely will continue to do so without significant improvements to the Viceroyalty’s infrastructure and funding. For the time being it must rely upon the Imperial Army to handle major issues and assist it in maintaining order, to the irritation of many officers who would much rather be expanding the Empire than patrolling swampy roads for rural bandits.


Due to the nature of Assunzione - primarily, the division of it into the seven great domed cities - Luceism itself is divided into two major doctrines: Pyramidical and Astructuralist. Despite this split, both follow the same core principles and follow the same god, but manner in which they go about honoring those principals and Ennoia, their god, varies between the two schools. Both doctrines coexist peacefully on Assunzione, despite major doctrinal differences in their worship of Ennoia.
===Jadraner-Reacher Animosity===


The god of Luceism is known as '''Ennoia''', and the faithful of Luceism regard it to be the entity that is responsible for ensuring that Assunzione’s Star will someday be restored to its former glory. Ennoia is a genderless entity that is often depicted as a series of interlocking wheels representative of the orbits of planets in the system surrounding a flaming eye representative of its long-extinguished Star. Ennoia is said to be a silent deity that is always watching Assunzione, waiting for the moment when the time is right for it to reignite the long-dormant Star. The matter of the Star’s name is an interesting quandary for Luceians as they do not believe in referring to it by its original name until it reignites. Followers will typically refer to it simply as “the Star” or “Assunzione’s Star” instead of its true name.
Despite both being part of the Empire for decades, the poor historical relationship between Novi Jadran and Sun Reach remains a very real issue on the planet, with Jadranic colonial bureaucrats often looking down upon their Reacher charges as barely civilised ex-pirates who once harassed their world during its darkest era and only ceased their raiding when forcibly brought to heel by the Empire. Anti-Reacher bias manifests in relatively harmless manners — such as jokes told by Jadraners to one another in pubs on the tundra planet — and very harmful manners — such as Jadranic soldiers and constables being much harsher on Reachers who break Imperial law than their fellow Jadraners, let alone Morozians.


The central basis of Luceism shared between both denominations is that one must achieve mastery over their internal dichotomy between lightness and darkness in order to become one’s best self. Though this struggle for mastery has many dimensions, the largest “parallel revelations,” are referred to as the '''Four Flames of Luceism''', and those with true mastery over the Pillars are said to be able to enter a state of extreme concentration where they are said to commune with Ennoia itself in a process referred to as Ennoic ision. The Four Flames of Luceism are Self, Community, Faith, and Light; and they both have an aspect of lightness in addition to an aspect of darkness -- as such, the Flames are often represented in Luceian art as a set of four scales rather than literal flames. It is important that a faithful Luceian focuses upon all flames rather than simply one as neglect of one can lead to the crumbling of others. For example if one focuses upon themselves and neglects their community in the process, they unintentionally feed into aspects of darkness in their quest for lightness.
Attempts have been made by Imperial officials to crack down on this bias to varying degrees of success, with Jadraners who overreact or mistreat their Reacher subordinates rarely punished aside from being sent off of the planet to avoid further incidents. Complaints, even by the Old Tribunalists, have mostly fallen upon deaf ears in the colonial bureaucracy. Those few Reachers who have seen legitimate punishments — typically fines or demerits, rarely prison time — given to Jadraners have always been officers of the Imperial Fleet, and often have the assistance of a House Zhao patron. Even if they are commoners, the Fleet is nothing if not dedicated to protecting its officers.


The Flame of Self is divided between understanding -- the aspect of lightness, where one accepts oneself for their flaws and learns to live with and overcome them -- and bliss -- the aspect of darkness, where one remains unaware of their flaws and unable (or unwilling) to improve. The Flame of Community is divided between charity -- the aspect of lightness, where one works with others to improve the community as a whole -- and patronage -- the aspect of darkness, where one works to improve the community while expecting direct benefits in return regardless of the cost to the community. The Pillar of Faith is divided between truth -- the aspect of light, where one supports their faith-- and surrender -- the aspect of darkness, where one abandons their faith. The Pillar of Light is the last of the four and is divided between light -- the aspect of light, and all associated with it -- and darkness -- the aspect of darkness, and all associated with it.
===The Imperial Military on Sun Reach===


'''Pyramidicalism''' is the largest of Luceism’s two doctrines, and is strongest in the great domed cities of Triesto, Guelma, Makarska, and (most importantly) Malaga. Pyramidicalism derives its name from its faith structure - with Ennoia forming the peak, the clergy between, and the followers forming the all-important base - and a belief it shares with Astructuralism: that followers must master their base instincts before developing a further understanding of the principals intrinsic in Luceian faith. Pyramidicalism is based around an established series of consecrated temples of worship staffed by a dedicated clergy. Members of this doctrine meet for worship at times of dawn and dusk on every Sunday. Pyramidicalists do not have a formal leader, but rely upon a system of autocephalous seven metropolitans to determine who is fit to lead the faithful of a great domed city.
Like many planets of the Imperial Frontier, Sun Reach is home to a significant military presence. It has the single largest garrison on the Imperial Frontier due to the strategic importance of its abundant fuel resources and these forces range from local militia units to Jadranic units of the Imperial Army to elements of the Imperial Fleet and Imperial Flying Corps, all working to ensure the planet — and its fuel — stay firmly within the Empire’s control. All military forces in the Viceroyalty are de jure under the command of the Viceroy-General. De facto, control is split between several factions which cooperate with one another — the Army answers to the Viceroy-General, the Fleet to Grand Admiral Zhao, local militias to prominent Reachers who raise and fund them, and the IFC to their strategic command for the region.


Key to Pyramidicalists is the pursuit of ''Alêtheia'', or the destruction of falsehood to reveal the truth. Alêtheia is the Luceian term for mastery of one’s base instincts in order to gain an understanding of how to master one’s internal dichotomy between lightness and darkness. Mastery of Alêtheia is heavily emphasized in Pyramidicalist sermons and litanies, but can take years -- if not decades -- to achieve. Many of the truly faithful will often retreat into solitude to achieve a state of extreme concentration; focusing on the given values and concepts to redeem themselves and improve their own Alêtheia free of the influences and distractions of the wider world. Despite the difficulty inherent in the pursuit of true Alêtheia it remains a key tenant of Pyramidicalism to this very day. Many outside scholars believe this long-standing dedication to self-improvement in Pyramidicalism dates back to the uncertain months following the Star’s destruction, where the fate of the very planet itself tenuously hung in the balance.
The largest military branch on the planet by numbers, the Imperial Army does much of the work required to keep Sun Reach secure for the Empire but suffers from persistent problems with the planet’s harsh environment and the resulting logistics headaches. While the Army has long favored mechanized forces the environment of Sun Reach makes these impractical, and the Jadranic troops who make up much of the planet’s garrison have instead opted to use riverine vessels — some officially produced by the Army and others made by arming and armoring civilian boats — to patrol the shallow waters of Sun Reach. The Imperial Army routinely conducts “smoking out operations” of suspected bandit groups where it will intensely patrol regions and burn down areas suspected of harboring bandit strongholds — a strategy which has drawn criticism from prominent native Reachers. Assisting the Imperial Army are the forces of the Imperial Flying Corps (IFC) under the command of Imperial Strategic Bomber Command - Viceroyalty of Sun Reach (ISBC-VSR). Unlike other IFC commands, ISBC-VSR is primarily logistic in nature and is staffed mostly by non-nobles, with Primaries instead wishing to be assigned to more prestigious locations.


'''Astructuralism''' is the smaller of Luceism’s two denominations, and is strongest in the great domed cities of Guelma, Dalyan, and Said. Astructuralism derives its name from its lack of a formal hierarchy in its faith beyond informal spiritual leaders that command respect - and followers - through their own ability to master their internal dichotomy and their piety. Astructuralism is sometimes referred to as “Mystical Luceism” due to its greater emphasis on ritualism and the individual pursuit of the mastery and perfection of one’s internal dichotomy between lightness and darkness. Despite its emphasis on personal faith and smaller-scale worship over Pyramidicalism’s focus on structure and order, Astructuralism technically has a formal leader, though one with loose control, in the form of the First Sacristan - an elected individual responsible for ensuring Astructuralism’s traditions are maintained for future generations.
Acting in support of the Imperial Army are the militia units of the Sun Reach Home Guard. Often the first line of defense for isolated rural settlements against bandit attacks or raids, Home Guard units are outside of the Imperial Army’s formal command structure and instead managed by Reacher officers appointed by the militias — though they are often assisted by an Imperial Army officer. These militia troops are valuable scouts and pathfinders for the larger Imperial Army units, and service in them is seen by many Reachers as a way to prove their loyalty to the Empire and acquire further benefits. In an emergency such as a war with Elyra these militias can be integrated into the Imperial Army but, in practice, this would be a difficult task due to the poor infrastructure of Sun Reach and semi-independent structure of the Home Guard.


Astructuralist rituals tend to be centered around sites that have not seen much use since the Star of Assunzione extinguished itself centuries ago: the large solar panel arrays that could be once found throughout the great domed cities, but have been mostly destroyed in the years following the Star’s extinguishment. Astructuralists fervently maintain these sites in preparation for the inevitable return (in their eyes) of Assunzione’s Star, and the glut of power that it will produce for the solar panels to lap up. Unfortunately for Astructuralists, the larger size of the Pyramidical doctrine and the constant need for more space means that there are very few solar panel farms suitable for use ritual sites outside of Iraklio, Dalyan, and Said. Solar sites within these cities are fiercely protected by Astructuralists, due to their holy status.
===Reachers in the Imperial Military===


===Synthetics===
As a world of the Imperial Frontier which was recently conquered by force, the inhabitants of Sun Reach are regarded as prime targets for recruitment by the Empire’s military forces. Many do choose to join its ranks, seeing military service as their best shot to see the broader Spur aside from working for Zavodskoi Interstellar, and find themselves in the ranks of the Imperial Fleet or, if they are less inclined towards military discipline, as a state-sponsored privateer of the Goddess’ Flotilla.


Luceism has a neutral stance on positronic life. It lacks the vitriolic hatred of the Moroz Holy Tribunal or the fervent acceptance of the Trinary Perfection, instead walking a somewhat unsteady middle path that is often left up to the individual member of the faith. While some Luceians will dislike a positronic’s inorganic nature, and “diet” of consuming power used to produce light, they might admire their capacity and drive for work. While small the Assunzionii robotics industry operates with the blessing of Luceism, and Pyramidical clergy often bless fully-completed IPCs before they are activated. Most IPCs produced on Assunzione go off-world, those that remain are typically programmed with an adherence to Luceism in order to make them more attractive to other Assunzionii. IPCs can be seen in many industries on the planet, and free positronics are not unheard of.
In the stratified and hierarchical Imperial Fleet Reachers, as Ma’zals, are typically confined to the enlisted ranks. Some, either through entry into House Zhao-sponsored schools which train them from childhood to be naval officers or through truly exceptional abilities, serve as junior officers and adjutants to Morozian officers. Reachers will often attempt to “Morozise” their accents while in the Fleet, downplaying some of the “rougher” aspects of their dialect in an attempt to sound more “civilized” and appear more respectable to their officers. Fleet veterans are typically respected when they return home, and many easily find positions in the colonial administration or as management staff in the refining industry.
Clergy


The clergy of Luceism hail from every one of the great domed cities and while not everyone affiliated with the Luceian faith itself is a direct member of the clergy, many find themselves working under the umbrella of religious organizations affiliated with the faith. The clergy of Luceism are allowed to be of either gender, but they must be celibate and cannot marry while remaining an active member of the clergy. The clergy of Luceism primarily originate in the Pyramidical school of thought, as Astructuralists reject the need for a priesthood.
Reachers have a much smaller presence in the Army than in the Fleet, with few Army regiments having been raised from the planet. Some have argued this is part of an exchange with House Zhao by House Strelitz, as Novi Jadran is the opposite: many Army regiments have been raised from it while few Jadraners have opted to join the Fleet. Neither great house has publicly commented on the matter.


The Pyramidical clergy are divided into a series of ranks, ranging from simple initiates and trainees to spiritual leaders of entire areas. However, Astructuralist will often have guides and spiritual leaders in their communities that play a role similar to typical clergy albeit often without the splendor that often accompanies Pyrimidalist priests. Astructuralist, lacking a formal hierarchy, utilize one’s piety as a measure for how esteemed a spiritual leader should be..
===Rural Banditry===


Before one becomes a fully ordained Luceian priest in the Pyramidical tradition one must first be educated in a seminary which can take upwards of four years. Following the completion of a hopeful priest’s seminary schooling they are ordained in a Luceian temple and complete their ascension to the priesthood of Luceism. Priest, in Luceism, is considered a gender-neutral term used by both male and female clergy. Astructuralists vary in their requirements to become a religious leader due to their decentralized nature, but many follow a structure of apprenticeships in which a leader will train a follower to assume his or her position in the future; in essence, handing down their piety and traditions to their successors.
A broad term for both legitimate bandits and those who fight against the colonial government, rural bandits are the main concern for the Viceroyalty’s security forces. Banditry on Sun Reach began in the 2300s as the planet was neglected by the Pirate Lords, causing many desperate Reachers to turn to banditry to survive. After the Imperial military conquered the planet in 2422 these bandits, many of whom were simply petty criminals who did not pose a true threat, were joined by the former soldiers of the Pirate Lords who had escaped the Imperial Army. Better-equipped and often more brutal than their counterparts, these bandits began a campaign against the colonial government and any they perceived as loyal to it. In response, Imperial forces were deployed to counter them. However, the difficult terrain of Sun Reach and the lack of infrastructure across much of its surface has repeatedly frustrated the Imperial Army and allowed banditry to continue.


Above the typical priests of Pyrimidal Luceism are the seven Head Keepers of Luceism, the men and women responsible for maintaining the seven metropolitans of Luceism. With each metropolitan corresponding to one of the seven great domed cities, the Head Keepers wield an incredible amount of influence in Luceism - even, arguably, amongst Astructuralists. While the Head Keepers are considered to be equals, the Head Keeper of Malaga is considered to be something of a, “first among equals,'' due to the city’s status as the birthplace of the faith. The Head Keepers are elected by the priests of their metropolitans for five year terms.
Over four decades later banditry remains an issue for many on Sun Reach, but many of the Pirate Lord-aligned groups have collapsed due to pressure from the colonial government, infighting, or simply becoming too old to continue fighting. Now, banditry is much the way it was under the Pirate Lords: a last resort method to endure on one’s economic survival. In some areas, however, organized bandit groups have become such an issue that they are regarded as security risks to their regional governments. While some Reachers join these bandit groups out of a desire to fight the Empire, most join for economic reasons linked to the steady migration of Reachers to urban areas from rural areas. As communities shrivel away, there are some individuals who — unable or unwilling to leave — turn to banditry to sustain themselves.


Between the Head Keepers and simple priests rest the Keepers of Luceism, those individuals entrusted with the running of an officially consecrated Luceian religious site. Keepers are typically experienced priests or charismatic newcomers, as they must be elected by the clergy under them after the “period of grace,” following the first five years after a new site has been officially consecrated by the faith. Before a Keeper is elected, the founding priest will serve as an interim Keeper of the site. Due to this system of elections the list of Keepers is constantly changing and shifting as new ones come into favor and old ones fall out of it.
When the colonial government captures bandits it often attempts to rehabilitate them, often through hard labor in its development projects, but executes those found guilty of harming Morozians or Integrated Ma’zals. Those guilty of harming or killing other Reachers are instead sentenced to hard labor. Once these ex-bandits finish their sentences they are sent back to their home villages or given housing in an urban center. Regardless of where they go they are typically mistrusted and many opt to travel off-world, seeking employment with Zavodskoi Interstellar through contracts which offer lesser salaries and fewer benefits than other Imperials receive.


==Warding Spheres==
==Settlements==


Warding spheres are religious artefacts almost universally carried by Assunzionii traveling afield from the planet itself. These small, crystal ball-esque, objects produce a ghostly whitish-blue light due to their internal lux vine bulb that, to followers of Luceism, symbolizes the eternal and undying flame that still dwells within their Star awaiting its reignition. It is considered extremely bad luck to not carry a warding sphere while abroad, to have one’s warding sphere break while abroad (or to have its flame otherwise dim and extinguish), or to relinquish one’s warding sphere to an unbeliever. For the truly faithful, it is said that the lights within one’s warding sphere will always point towards Assunzione.
Overwhelmingly rural, the Viceroyalty’s only major settlement is its capital city. Also named Sun Reach, this city is the center of its Helium-3 industry and administration. During the Solarian colonial era it was intended to coordinate shipbuilding efforts and was, unlike many frontier settlements, built around a central space elevator that was intended to assist in moving fuel to and from the planet. The elevator remains operational today and is still the center of the city’s economy, with tens of thousands of barrels of Helium-3 fuel traveling through it every day. While the administrative center of the capital is built in an elegant, somewhat Jadranic, style designed by House Zhao engineers — and their Jadranic subordinates — much of the working-class areas are hastily built slums which hate barely improved from the era of the Pirate Lords, and pollution from the city’s Helium-3 plants chokes the skies on many days.


Warding spheres are constructed out of crystal mined from the surface of Assunzione and luce vine bulbs harvested from outside of its domes and are assembled beneath the dome of Guelma. The typical warding sphere has one bulb inside its crystal sphere, and is carried in a light metal ball for safe-keeping. The crystal and bulb held within the metal is very, very fragile and care must be given to ensure that it does not shatter through carelessness. Treatments given to the lux bulb held within ensure that a singular sphere can burn for decades at a time if properly cared for. Greater warding spheres, which can be found in Luceian houses of worship, follow the same principal of construction but on a far larger scale.
Even if the capital suffers from overcrowding and poor urban planning in many areas, living in it is an opportunity for Reachers to have access to more services and resources than their rural counterparts, with education and employment opportunities readily available for them. Some Imperial economists theorize that by the dawn of the 26th century these urban Reachers will form the base of a new middle class in the Viceroyalty which will be loyal to the Empire. For now, however, the urban residents of the capital remain a working-class group.


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  • On the eastern edge of the Empire of Dominia lies the least-populated major world of its domain: the Imperial Viceroyalty of Sun Reach, fully integrated into the Empire in 2422 following an invasion of the Mithra System by the Imperial military in response to piracy against the Empire by the planet’s former rulers. Over the past forty years the planet has become a major source of Helium-3 production for the Empire’s war machine and, as generations of Reachers have come over age under Imperial rule, the planet’s identity has become more and more entwined with the Empire that both aids and exploits it.

    Reachers are Ma’zals of the [[Empire of Dominia[[: commoners of non-Morozian descent. Unlike their counterparts in the Imperial Mandate of Novi Jadran, the majority of Reachers are not honorary Secondaries, and are instead simply common Ma’zals.

    History

    The Solarian Republic of Sun Reach (2189-2302)

    “This is almost certainly an advantageous position for us to hold in the Arcadian Frontier, Prime Minister. Through it we can secure a future for shipbuilding in the region. Within a century, it will be a production center on the level of Neptune,” - Martin Clemson (2119 - 2230), Solarian Secretary of Colonization, 2179.

    What would become the Viceroyalty of Sun Reach in 2422 was once one of the southernmost planets in the Solarian Alliance. Discovered in the late 2100s and colonized in 2189 due to extensive Helium-3 presence in its system, Mithra, Sun Reach was intended to support Solarian expansion into the Baltian and Arcadian Frontier Sectors through fuel processing and robust — though not military-grade — spacecraft production facilities built in orbit around it. Thousands of vessels were produced for the Alliance’s government, private corporations, and citizens throughout the 23rd century until the outbreak of the Interstellar War in 2278, when production was shifted to support the Solarian Navy and limited military production facilities were established in orbit.

    By 2287, when the Interstellar War ended, the Solarian Republic of Sun Reach was a comparatively stable and peaceful world compared to other Solarian frontier sectors, which has increasingly fallen into disarray as the War continued. A robust system defense force supported by the planet’s shipbuilding industry let it project an area of security around it alongside functional warp gates connecting it to Persepolis, Tau Ceti, and the Southern Reaches ensuring plentiful supplies. Assuming these connections remained stable, the Republic’s future was essentially secure. While the loss of the Coalition of Colonies had been a stark loss, the Alliance remained great — and the Republic imagined it would be the site of a new, bold expedition and expansion into the galactic south.

    Over the remainder of the 23rd century the Alliance fell further and further from its prewar glories. A naval coup in 2289 led to more unrest in the Solarian Frontier, a terraforming disaster on Mars in 2298 shifted more attention to the Solarian Core, and the damage the Interstellar War had caused to the economy had not faded in much of the Alliance. As the 2300s dawned Sun Reach entered a new century in a more precarious state than it had ever been in.

    The Pirate Lords (2302-2422)

    “I will take what is mine through my strength of conquest, and your planetfolk weakness. Disobey my command, and my crew will have the run of your capital, ‘Duke’ Glavan,” - High Captain Ernst Zhang during a raid of Novi Jadran during the mid-2380s.

    With the secession of the Republic of Elyra in 2302, Sun Reach was thrown into chaos as its supply routes collapsed and the broader Alliance began a messy, chaotic withdrawal from the Southern Solarian Frontier which left many planets to fend for themselves. The republican government of Sun Reach ended in early 2302 when the system defense force couped the civilian government and installed a military “emergency government” which was essentially a dictatorship. Desperate to sustain their naval strength without the external supplies they had depended on, and unable to produce new shipyards, the military government turned to “requisitioning” supplies from nearby systems under Solarian emergency regulations. But as the years dragged on and the defense force began to loot further and further territories, their goal became less to sustain their strength and more to enrich themselves while maintaining their dominion over nearby worlds, who they forced to pay protection money. By 2310 the Reacher Guard had become the Pirate Lords, the scourge of the Badlands.

    As the Pirate Lords further established their authority over the planet and enriched themselves, they neglected to support the civilian population of the planet and instead focused on their planetary refineries and the orbital facilities from which they ruled. The broader population, deprived of any external support and forced to pay their own tithes to the Pirate Lords and their crews, gradually became unable to support the advanced technology many settlements had. By the mid-2300s most had resorted to living off the land in small villages they often built around desalination facilities or the rare natural aquifer. By 2422 a solitary urban center – Sun Reach, the former capital of the planet – remained, with others having fallen into ruin and many having been reclaimed by nature. These villages would nominate a single family to deal with the Pirate Lords, who demanded material support and recruits from the planet itself. Tribunalism arrived on the planet during the 2300s and was mostly an underground religion, with the Pirate Lords viewing it as potentially dangerous to their rule.

    By the 2380s the Pirate Lords’ influence had reached another major former Solarian world: Novi Jadran. Jadranic and Reacher forces fought several battles between 2380 and 2389, with most being won by the Pirate Lords and Novi Jadran squeezed further and further by raids. But the victories of the Pirate Lords over Novi Jadran would, in a twist of irony, become their undoing when Novi Jadran petitioned the young Empire of Dominia for aid and was annexed into it peacefully. Deprived of the industrial tithe they could gain from Novi Jadran, the Reachers were put on the backfoot as they tried to avoid deliberately raiding Morozian-flagged vessels. But by the 2410s the Pirate Lords, greedily seeking more wealth, had begun harassing Imperial vessels. The Empire and Pirate Lords were now set upon a course which would inevitably bring them into open warfare and, following a skirmish between the Imperial Fleet and Pirate Lords in 2422, the Imperial military launched a punitive expedition with the aim of conquering Sun Reach, ensuring the Empire’s control over the Badlands and the end of the Pirate Lords as a serious threat to its expansion in the region.

    The Imperial Viceroyalty of Sun Reach (2422 - Present)

    “For crimes against the citizenry of the Imperial Mandate of Novi Jadran I sentence you, Captain Zhang, to death by hanging! To your crew, the beneficent Emperor has seen fit to offer them their choice of service in the Imperial Fleet or fifty years’ labor in the Imperial Territory of Fisanduh’s mines. With Her as my witness, I pronounce judgement!” - Naval Magistrate Hitomi Kaneko during the military trials of the Pirate Lords, 24 March 2423.

    It took the Imperial military under a month to defeat the Pirate Lords and occupy the planet, with their dated equipment and poorly-trained forces falling apart after the first engagements of the expedition. Some, unwilling to surrender to the Empire, fled abroad or into the swamps surrounding the Algae Belt, becoming the first rural bandits of the planet. Many of the Pirate Lords were captured, tried, and quickly executed by the Empire. Imperial forces were, in some areas, greeted with open arms by a population which had long hidden their Tribunalist faith and was now free of the tithes paid to the previous government. In other areas, the Empire was viewed as little more than a replacement for the Pirate Lords and a shallow reminder of the democracy which once flourished under Solarian rule.

    With Sun Reach’s conquest of Dominia came immense investment by the Empire’s economy, particularly Houses Zhao and Caladius. For the first time in over a century neglected Helium-3 refineries and orbital shipyards which had fallen into disrepair were brought online, and thousands of Reachers moved into cities to seek employment in better-paying urban industries. Others, seeking to redeem — or perhaps continue — their piratical past, joined the Imperial Fleet or the Goddess’ Flotilla. Most residents of the planet view life as better under the Empire than it was under the piratical former government, though some dissent. Those who opt to fight against the Viceroyalty often take to the swamps and mangroves around the Algae Belt, risking disease, weather, and dangerous wildlife to avoid the Imperial Army and Home Guard. Derided as outlaws and rogues by the government, and by most Reachers, these men and women often become little more than bandits.

    In the Helium-3 industry, which is concentrated in the planet’s cities, there are few regulations and many are made to work long hours in hazardous conditions for less pay than workers in the Imperial Core. Meanwhile, the rapid growth of urban areas over the past 40 years has caused a rural decline in many areas as young algae farmers leave for higher-paying jobs to pay off their Mo’ri’zal, disrupting the planet’s traditional way of life. While their system of ruling their villages through notable families remains, some Reachers are concerned their culture will be consumed by the Empire by the end of the century as more and more of the planet’s inhabitants grow up only having known Imperial rule.

    As the Empire looks towards the 2470s it considers how to best continue to develop the Viceroyalty, and to quash its issues. Whether or not it is successful remains to be seen, though as more and more Reachers are raised knowing solely Imperial rule it is less and less likely any serious efforts will be made to throw off its rule. For now, at least, the Viceroyalty is solidly in the hands of the Empire.

    Environment

    “Soldiers! This environment will be unlike your homes in the Imperial Mandate. Expect humidity, insects, and constant rain in some areas. Remember your training and watch yourself and your comrades for signs of heatstroke. Dismissed!” - First Lieutenant Henrik Novak of the 122nd Jadranic Infantry Regiment prior to their deployment to Sun Reach, 2457.

    Sun Reach is a hot, humid, and wet world dominated by swamps and mangroves. It has long, hot summers with short, cool winters and temperatures rarely drop below freezing even during winter. Much of the planet’s surface outside of its limited landmasses is covered by shallow oceans. These oceans are home to floating islands of organic plant mass which, while rarely encountered, represent a stunning example of Reacher biodiversity. Rain is frequent and many areas flood seasonally, being dry during the winter and underwater during the summer months. Building any serious infrastructure on Sun Reach is difficult due to these seasonal floods and the swampy conditions of much of its land. Much of the planet’s water is salty, which leads to further infrastructure issues due to corrosion and a need to build desalination facilities — historically, Reacher settlements are often based around these plants.

    The equatorial region of Sun Reach is known as the Algae Belt, and is where most of the planet’s population can be found. Year-round dry land is found more readily here than in any other region of the planet and, while still swampy and humid, permanent settlements are easier to construct and infrastructure is easier to maintain. However, regular maintenance is still required to counteract the planet’s climate and the mostly-sunken remnants of rail lines and roads from the pre-Imperial era are frequent sights in more rural regions of the Algae Belt. Aquaculture has historically been the dominant industry in this region due to the abundance of shallow, relatively calm waters and natural hardiness of the Reacher staple crop: algae.

    Beyond the Algae Belt, as one travels further towards the planetary poles, the environment becomes less hospitable as human settlements begin to grow more sparse before eventually ceasing entirely. As one travels towards the poles weather becomes more extreme, with frequent storms and rain which is rumored to never cease at the poles. At the same time flora begins to steadily increase and eventually becomes too dense to reasonably travel through unless one spends days clearing the foliage meter by meter. Some Imperial expeditions have recorded foliage which appears to deliberately grow in their path and thin out behind them, as if it is trying to deliberately block their progress, but House Volvalaad has dismissed this as outlandish and unscientific. Much of this area is poorly explored and few accurate maps exist, with orbital photography ineffective due to the density of foliage and frequent cloud cover. Cartographic efforts by Imperial scholars have been frustrated by a lack of funding, Reacher superstitions about the poles, and the hazardous conditions of the far reaches of the planet. The Alliance is rumored to have completely mapped Sun Reach during its hegemonic era, but no maps are known to have survived to the modern era. Rumors have long circulated that the poles contain lost Solarian research facilities where terraforming was researched centuries ago, and that equipment gone awry is the source of the freak weather near the poles.

    Flora and Fauna

    The Reacher Gar is a large, typically 2-3 meter long and relatively slender carnivorous fish found across Sun Reach’s shallow waters. Commonly known as the “gar fish” (or garfish) among locals, it is a frequent source of food for the rural populations who live near the mangroves gar prefer to nest in. Reacher garfish are capable of moving at surprising speeds while striking at their prey — typically smaller fish or aquatic mammals — and their scales armor them against most predators. These scales are used by Reachers to fashion small blades and limited amounts of bite-proof clothing. While not actively hostile towards humans, gar fish will defend their nests and can inflict painful bites on unprepared humans.

    An apex predator alongside humanity, the Reacher soostatom closely resembles the alligators of old Earth. It is a large, quadruped animal which can grow anywhere from six to nine meters long depending upon the environment, with soostatoms growing larger as one approaches the poles. Soostatom are carnivorous and easily capable of killing a human if threatened. However, attacks are generally rare. Reachers historically hunted soostatoms for their meat and their tough, leathery skins which are used to make clothing. In the Imperial era soostatom hunting has dropped as many urban areas have moved to adopt more traditionally Morozian styles of clothing.

    The mangrove-creeper is a common semi-aquatic plant which is found growing along the bottoms of trees in mangroves or bayous. A symbiotic species with the larger trees, mangrove-creepers are carnivorous plants which lure small animals beneath them with their fruits and use grabbing “mouths” to latch onto their prey and dissolve them with a digestive acid. While their mouths are too small to harm humans, mangrove-creepers have historically been viewed as a pest by rural communities. However, since 2422, they have become valuable cash crops due to their acid being an effective industrial solvent which is commonly used in the planet’s Helium-3 refining industry. Villages which once cursed these plants now grow rich from them.

    Culture

    “Reachers are, due to neglect by their former masters, less culturally advanced than the Imperial Core and Novi Jadran. In this volume, I will discuss how these primitive beliefs emerged and how they can be eradicated,” - Doctor Rahela Lemnaru, Jadranic sociologist employed by House Caladius, in her introduction to Cultural Backwardness on the Imperial Frontier Vol. XII: Reacher Customs and Beliefs (published in 2559).

    While Reachers follow the broader cultural trends and holidays of the Empire, their recent entry and unique history has given them a culture distinct from the broader Morozian-influenced culture of Dominia. Those from the rest of Dominia often stereotype Reachers as rural, conservative, and prone to superstitions while at the same time being hardworking, loyal, and faithful to the Goddess. Internationally, some regard Reachers as simply another planet subjugated by Moroz while others view them as having received a justified punishment for their actions as pirates. Reachers themselves are generally Imperial loyalists, viewing the Empire as better than the Pirate Lords, but some wish for further autonomy and more radical dissidents wish for a return to the era of piracy.

    Historically, Reachers have lived in small rural communities numbering from a few hundred to several thousand. Built around either desalination plants or natural sources of water these communities relied on aquaculture to survive and the Reacher diet remains mostly unchanged from this era, favoring algae, aquatic plants, and seafood. Under the Pirate Lords these communities were expected to pay a tithe of resources to the captain who controlled the area, and a single family was chosen to be the point of contact for the community. Over a century of paying tribute, these families have morphed into the dominant political class of the planet and many were kept in place by the Empire out of convenience. Modern rural communities on Sun Reach do not look very different from their counterparts a century ago, though many have died out due to depopulation as Reachers immigrate to urban centers for higher-paying work. Large families are a common sight in rural communities on Sun Reach and rural families are often very connected to one another, with multiple generations and branches living in close proximity to one another.

    Rural village life on Sun Reach is often challenging, with little in the way of outside help and overland travel difficult due to swampy terrain and poor weather. Travel is traditionally done over water, often by airboat, and navigating the mangrove-filled waters of Sun Reach can cause even simple journeys to take days. Investment by the Empire has brought limited rail infrastructure to Sun Reach and some particularly remote villages are now more connected to the broader planet via air travel, but the difficult terrain of the planet has ensured infrastructure is slow to expand and expensive to maintain. Regular passenger rail services are only available between major settlements along the Algae Belt, with other areas serviced much more infrequently. Travel by wheeled vehicle is rare, with the exception of Imperial Army equipment, due to persistent swampy mud which mires all but the hardiest vehicles.

    Reachers who move to its sole urban center, itself named Sun Reach, often find work in the Helium-3 industry which has come to dominate the Viceroyalty’s economy in the decades since its conquest. While it pays far more than aquaculture work, the He-3 industry is poorly regulated and dominated by off-planet nobles such as House Zhao. Injuries are common among laborers in the field and hours can be long, with plants working round-the-clock to fulfill the fuel nerve of the Imperial Fleet. Injured workers are often let go without severance fees or benefits, returning to their villages as cripples or living off of charity provided by the Tribunal in the slum districts of Sun Reach – sometimes without permanent housing, creating a homeless issue on a planet which had no such issue prior to 2422. The rapid expansion of the planet’s only city has created a housing crisis and resulted in many urbanite Reachers living in ramshackle apartments in poorly-designated, overcrowded slums. Urban families are much smaller than their rural counterparts, and many urban Reachers will only see their broader families on holidays. Imperial sociologists and urban planners estimate the Viceroyalty will not have a second major urban center until the early 2500s, potentially later, due to its environment being poorly-suited for major urban projects.

    Due to neglect of the planet under the rule of the Pirate Lords leading to widespread poverty, Reacher cuisine has historically revolved around aquaculture and local fish — reliable food sources which can be found easily at all points of the year. Wild game from the swampy forests of the planet is part of the diet of Kent rural communities and the ends of successful hunts are often community celebrations where the entire village participates in a feast. As the planet’s population has urbanized since 2422 and off-world foods have become more common, Reacher urban cuisine has been influenced by the similarly seafood-based diets of Novi Jadranic soldiers and engineers who have been brought or come to the planet’s cities to support the Viceroyalty.

    Reacher Tribunalism and Folk Beliefs

    Tribunalism has been present on Sun Reach since the 2300s, first arriving via merchants and visitors from Moroz and gradually spreading throughout the planet over the following years, though it would only become the majority faith of the planet after 2422. Suppressed by the Pirate Lords as a potential security risk, the pre-Imperial Tribunalists of Sun Reach were forced to practice in secret to avoid punishment. These individuals — known as Old Tribunalists on Sun Reach — form a kind of social elite on the planet under Imperial rule, being viewed as more loyal and more faithful than the typical citizen of the planet. Reacher Tribunalism has, due to its isolation from the broader Tribunal prior to 2422, acquired several unique characteristics born from a merger of Tribunalist and Reacher traditions.

    Unlike Morozians, Reachers traditionally cremate their dead due to the difficulty of ensuring corpses remain underground in the soft, swampy terrain of the planet. Those corpses which are buried will, unless properly buried in stone crypts, often return to the surface after the first heavy rain. The ashes of the corpse are collected and preserved by the deceased’s relatives, then stored in a family shrine. Often located on the edges of Reacher villages and towns, these shrines are the closest equivalent Reachers have to traditional graveyards and serve as an important gathering point for Reacher families. Reachers believe that unless a corpse is burnt and its ashes returned to the family shrine, it will wander the Spur as a wandering spirit for all eternity. While Reachers believe these spirits are not always malicious, traditional belief holds they will do anything to have their ashes returned to their proper resting place — including killing or harming the living.

    Reacher Tribunalism has a strong religious tradition of faith healing, particularly in rural areas, which combines folk medicine with the Tribunalist faith. Locally known as Kaivijadii, or Roamers, these individuals grew to prominence under the Pirate Lords’ neglect of the planet and were the only chance many Reachers had to receive medical care. With the arrival of the Empire in 2422 and the increasing presence of modern medical systems, the Kaivijadii now coexist alongside conventional medicine with the Tribunal’s blessing. A Kaivijadii’s healing abilities are said to be derived directly from the Goddess and their connection to Her is strengthened through prayers passed down from practitioner to practitioner, generally through familial ties. The rituals of the Kaivijadii are unique to each practitioner and have often been passed down since the early 2300s.

    While most Kaivijadii are regarded as benevolent practitioners who wish to aid the faithful of Sun Reach, the Madalin-Kaivijadii, or Roaming Sculptors, are a group of malevolent Kaivijadii said to live in the wild, sparsely populated areas beyond the Algae Belt where they can avoid the gaze of the Tribunal and the Viceroyalty. Madalin-Kaivijadii are said to be able to cast curses via black magic taught to them by witch-spirits, and sustain their powers through ritual sacrifices which ensure the victim becomes a wandering spirit in the thrall of the Madalin-Kaivijadii. Unexplained disappearances in rural communities are often blamed on these magicians and Reacher parents commonly tell their children that if they misbehave, a Madalin-Kaivijadii will abduct and sacrifice them. These rituals are said to give the Madalin-Kaivijadii eternal youth, so long as they continue them, and render them immune to any weapons not blessed by a faithful Tribunalist clergymember. The Viceroyalty’s government holds that the Madalin-Kaivijadii are simply fiction and do not truly exist, but many Reachers continue to believe in them. Whenever a person disappears without explanation, crops fail, or misfortune occurs, they are often blamed.

    The Viceroyalty

    Since 2422 Sun Reach has been part of the broader Empire of Dominia, and is known as the Viceroyalty of Sun Reach. The Viceroyalty itself is an odd state which is divided between a civilian-run colonial administration and an extensive military administration which rules alongside it, both of which are under the leadership of Governor-General Hermann Gaufried-Meinrad Strelitz — a career military officer who has found himself awkwardly balancing competing interests from native Reachers, the great houses, the Imperial government and military, the Tribunal, foreign corporations, and others. Below him is the civil-military administration of the planet, itself divided between Morozians and loyal Ma’zals, both from Sun Reach itself and elsewhere in the Empire. The civil-military cleavage in the Viceroyalty’s administration has led to many conflicts of interest between the government itself and has allowed notable Reacher families, through the patron-client system established under the Pirate Lords, to maintain their grip on power in many areas. But all know that, for the Viceroyalty to continue to succeed, one thing must not change: the flow of Helium-3 from Sun Reach to the broader Empire must continue, no matter the cost.

    The civilian administration of the Viceroyalty is concentrated in its urban centers and the more developed regions of the Algae Belt, and has two primary responsibilities: the first is to ensure the planet’s development continues, and the second is to ensure its fuel industry continues to be profitable. Work on Sun Reach for the civilian administration is often unpleasant, with its primarily Morozian and Jadranic staff unused to the stifling heat and humidity of the planet and expected to work long, often irregular hours to ensure development of the countryside continues. Nobles prefer to avoid Sun Reach’s administrative postings, and almost all are instead filled by Secondaries or Integrated Ma’zals. The civilian government, with its focus on development, is expected to work with and alongside the military government, which focuses upon security.

    The military government of the Viceroyalty is concentrated in its less developed and more sparsely populated areas, where control is often weaker and rural banditry continues to persist. Throughout the Viceroyalty’s history most of the troops stationed there outside of an Imperial Flying Corps contingent are Jadraners. While loyal and effective soldiers these troops are often unprepared for the tropical environment of Sun Reach when they first arrive. Sunstroke and other ailments are a common issue, particularly in the harsher environments on the edge of the Algae Belt, and the swampy terrain of Sun Reach makes travel difficult for the heavily mechanized Imperial Army, which must rely upon riverine forces and local militia units to bolster its strength and defend isolated regions from banditry and other nuisances.

    Below these civilian and military administrators are trusted Reachers, often Old Tribunalists, who are expected to carry out the day-to-day tasks associated with direct management in a twist on the patron-client model originally used by the Pirate Lords. These Old Tribunalists form a social and economic elite on Sun Reach through their work with the colonial government and are the closest equivalent Sun Reach has to a native nobility in the style of Novi Jadran. Reacher culture expects these families to work towards the goals of those below them and expects those below them to not question the ruling family — a survival mechanism originally from the era of the Pirate Lords, where being perceived as a threat to their rule could see a community wiped out. In the Viceroyalty era this means the Old Tribunalist families often leverage their political and economic influence to gain concessions from the colonial government.

    Non-Tribunal law enforcement on Sun Reach is the responsibility of both the Imperial Reacher Colonial Constabulary (IRCC) and the Imperial Army’s military police (“MPs”), with the IRCC handling the capital, its surroundings, and many villages while the Army’s MPs handle much of the countryside outside of villages and more severe crimes. The reason for this odd arrangement is the relative inexperience of the IRCC: the Viceroyalty’s constable branch was founded in 2438 and remains mostly staffed by junior officers with little practical experience, and relies heavily upon Jadranic staff brought into the Viceroyalty to plug gaps in the IRCC’s abilities. During its past near quarter-century of existence the IRCC has struggled to establish itself as an effective policing force and likely will continue to do so without significant improvements to the Viceroyalty’s infrastructure and funding. For the time being it must rely upon the Imperial Army to handle major issues and assist it in maintaining order, to the irritation of many officers who would much rather be expanding the Empire than patrolling swampy roads for rural bandits.

    Jadraner-Reacher Animosity

    Despite both being part of the Empire for decades, the poor historical relationship between Novi Jadran and Sun Reach remains a very real issue on the planet, with Jadranic colonial bureaucrats often looking down upon their Reacher charges as barely civilised ex-pirates who once harassed their world during its darkest era and only ceased their raiding when forcibly brought to heel by the Empire. Anti-Reacher bias manifests in relatively harmless manners — such as jokes told by Jadraners to one another in pubs on the tundra planet — and very harmful manners — such as Jadranic soldiers and constables being much harsher on Reachers who break Imperial law than their fellow Jadraners, let alone Morozians.

    Attempts have been made by Imperial officials to crack down on this bias to varying degrees of success, with Jadraners who overreact or mistreat their Reacher subordinates rarely punished aside from being sent off of the planet to avoid further incidents. Complaints, even by the Old Tribunalists, have mostly fallen upon deaf ears in the colonial bureaucracy. Those few Reachers who have seen legitimate punishments — typically fines or demerits, rarely prison time — given to Jadraners have always been officers of the Imperial Fleet, and often have the assistance of a House Zhao patron. Even if they are commoners, the Fleet is nothing if not dedicated to protecting its officers.

    The Imperial Military on Sun Reach

    Like many planets of the Imperial Frontier, Sun Reach is home to a significant military presence. It has the single largest garrison on the Imperial Frontier due to the strategic importance of its abundant fuel resources and these forces range from local militia units to Jadranic units of the Imperial Army to elements of the Imperial Fleet and Imperial Flying Corps, all working to ensure the planet — and its fuel — stay firmly within the Empire’s control. All military forces in the Viceroyalty are de jure under the command of the Viceroy-General. De facto, control is split between several factions which cooperate with one another — the Army answers to the Viceroy-General, the Fleet to Grand Admiral Zhao, local militias to prominent Reachers who raise and fund them, and the IFC to their strategic command for the region.

    The largest military branch on the planet by numbers, the Imperial Army does much of the work required to keep Sun Reach secure for the Empire but suffers from persistent problems with the planet’s harsh environment and the resulting logistics headaches. While the Army has long favored mechanized forces the environment of Sun Reach makes these impractical, and the Jadranic troops who make up much of the planet’s garrison have instead opted to use riverine vessels — some officially produced by the Army and others made by arming and armoring civilian boats — to patrol the shallow waters of Sun Reach. The Imperial Army routinely conducts “smoking out operations” of suspected bandit groups where it will intensely patrol regions and burn down areas suspected of harboring bandit strongholds — a strategy which has drawn criticism from prominent native Reachers. Assisting the Imperial Army are the forces of the Imperial Flying Corps (IFC) under the command of Imperial Strategic Bomber Command - Viceroyalty of Sun Reach (ISBC-VSR). Unlike other IFC commands, ISBC-VSR is primarily logistic in nature and is staffed mostly by non-nobles, with Primaries instead wishing to be assigned to more prestigious locations.

    Acting in support of the Imperial Army are the militia units of the Sun Reach Home Guard. Often the first line of defense for isolated rural settlements against bandit attacks or raids, Home Guard units are outside of the Imperial Army’s formal command structure and instead managed by Reacher officers appointed by the militias — though they are often assisted by an Imperial Army officer. These militia troops are valuable scouts and pathfinders for the larger Imperial Army units, and service in them is seen by many Reachers as a way to prove their loyalty to the Empire and acquire further benefits. In an emergency such as a war with Elyra these militias can be integrated into the Imperial Army but, in practice, this would be a difficult task due to the poor infrastructure of Sun Reach and semi-independent structure of the Home Guard.

    Reachers in the Imperial Military

    As a world of the Imperial Frontier which was recently conquered by force, the inhabitants of Sun Reach are regarded as prime targets for recruitment by the Empire’s military forces. Many do choose to join its ranks, seeing military service as their best shot to see the broader Spur aside from working for Zavodskoi Interstellar, and find themselves in the ranks of the Imperial Fleet or, if they are less inclined towards military discipline, as a state-sponsored privateer of the Goddess’ Flotilla.

    In the stratified and hierarchical Imperial Fleet Reachers, as Ma’zals, are typically confined to the enlisted ranks. Some, either through entry into House Zhao-sponsored schools which train them from childhood to be naval officers or through truly exceptional abilities, serve as junior officers and adjutants to Morozian officers. Reachers will often attempt to “Morozise” their accents while in the Fleet, downplaying some of the “rougher” aspects of their dialect in an attempt to sound more “civilized” and appear more respectable to their officers. Fleet veterans are typically respected when they return home, and many easily find positions in the colonial administration or as management staff in the refining industry.

    Reachers have a much smaller presence in the Army than in the Fleet, with few Army regiments having been raised from the planet. Some have argued this is part of an exchange with House Zhao by House Strelitz, as Novi Jadran is the opposite: many Army regiments have been raised from it while few Jadraners have opted to join the Fleet. Neither great house has publicly commented on the matter.

    Rural Banditry

    A broad term for both legitimate bandits and those who fight against the colonial government, rural bandits are the main concern for the Viceroyalty’s security forces. Banditry on Sun Reach began in the 2300s as the planet was neglected by the Pirate Lords, causing many desperate Reachers to turn to banditry to survive. After the Imperial military conquered the planet in 2422 these bandits, many of whom were simply petty criminals who did not pose a true threat, were joined by the former soldiers of the Pirate Lords who had escaped the Imperial Army. Better-equipped and often more brutal than their counterparts, these bandits began a campaign against the colonial government and any they perceived as loyal to it. In response, Imperial forces were deployed to counter them. However, the difficult terrain of Sun Reach and the lack of infrastructure across much of its surface has repeatedly frustrated the Imperial Army and allowed banditry to continue.

    Over four decades later banditry remains an issue for many on Sun Reach, but many of the Pirate Lord-aligned groups have collapsed due to pressure from the colonial government, infighting, or simply becoming too old to continue fighting. Now, banditry is much the way it was under the Pirate Lords: a last resort method to endure on one’s economic survival. In some areas, however, organized bandit groups have become such an issue that they are regarded as security risks to their regional governments. While some Reachers join these bandit groups out of a desire to fight the Empire, most join for economic reasons linked to the steady migration of Reachers to urban areas from rural areas. As communities shrivel away, there are some individuals who — unable or unwilling to leave — turn to banditry to sustain themselves.

    When the colonial government captures bandits it often attempts to rehabilitate them, often through hard labor in its development projects, but executes those found guilty of harming Morozians or Integrated Ma’zals. Those guilty of harming or killing other Reachers are instead sentenced to hard labor. Once these ex-bandits finish their sentences they are sent back to their home villages or given housing in an urban center. Regardless of where they go they are typically mistrusted and many opt to travel off-world, seeking employment with Zavodskoi Interstellar through contracts which offer lesser salaries and fewer benefits than other Imperials receive.

    Settlements

    Overwhelmingly rural, the Viceroyalty’s only major settlement is its capital city. Also named Sun Reach, this city is the center of its Helium-3 industry and administration. During the Solarian colonial era it was intended to coordinate shipbuilding efforts and was, unlike many frontier settlements, built around a central space elevator that was intended to assist in moving fuel to and from the planet. The elevator remains operational today and is still the center of the city’s economy, with tens of thousands of barrels of Helium-3 fuel traveling through it every day. While the administrative center of the capital is built in an elegant, somewhat Jadranic, style designed by House Zhao engineers — and their Jadranic subordinates — much of the working-class areas are hastily built slums which hate barely improved from the era of the Pirate Lords, and pollution from the city’s Helium-3 plants chokes the skies on many days.

    Even if the capital suffers from overcrowding and poor urban planning in many areas, living in it is an opportunity for Reachers to have access to more services and resources than their rural counterparts, with education and employment opportunities readily available for them. Some Imperial economists theorize that by the dawn of the 26th century these urban Reachers will form the base of a new middle class in the Viceroyalty which will be loyal to the Empire. For now, however, the urban residents of the capital remain a working-class group.

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