Shemarrians in the Three Galaxies

== Shemarrians in Space ==
“Where the Light of
the Goddess shines, there you shall find us, be it in the green meadows of
Earth or the Dark Between Worlds!”
“This station is now the property
of the Shemarrian Nation! You have five minutes to leave alive, or you will be
ejected from it dead!”
Whether it’s some
far-flung secret plan of ARCHIE-3, rogue AIs, or d-bee lookalikes, the
incursion of Shemarrians into space, be it local Rifts Earth space or other
galaxies, here are some general notes/ideas for projecting and adapting our
favorite femme-bots to operating in space.
Shemarrians
themselves face few changes; being robots/cyborgs they suffer few disadvantages
from airless environs. However, when venturing outside a spacecraft/habitat,
most Shemar will don/pull down a faceplate or full-coverage facemask (varies
whether it’s opaque or not) over their faces. 
Shemarrians prepared
for space will also be programmed/upgraded to include Movement: Zero Gravity
and Hand to Hand Combat: Zero Gravity. Combined with their piloting skills with
a jet pack, this can make the equal of any EVA Trooper or Orbital commando. 
Depending on
available resources, Shemarrians may also have their personal armor plated in
mirror-reflective armor-chrome(reduce laser damage by HALF).
== Advanced Cultural Notes: EShemar in the Three Galaxies ==
This ACN entry
covers what is known (So far) about the Shemarrian Star Nation in the Three
Galaxies. 
“Some believe that
we arose from a refugee ecosystem that, in order to flee some great
catastrophe, translated itself into energy and cast itself into the void to
seek some unknowable refuge, and found it in the soulless puppets of a deranged
machine and a power-hungry madman. If so, then we have exceeded the
expectations of both sets or progenitors. We have risen from our dubious
origins to embrace the stars, spread our homeworlds across galaxies and
dimensions, and acquired power to shake the heavens. We have turned a forlorn
hope into a force of salvation, turned from being tools of darkness to being
masters of our own destinies, made a malicious lie into a shining truth, and
made our names, given in smug jest, into our own, in our own fashion, by our
own efforts. What lies ahead for us from here? I know not the details of what
is to come, but we will face it with the experience we have lived, the
knowledge we have earned, and what we make of the future, this I do know: it
will be GLORIOUS.”''
-Ameyin
StarSearcher, Psi-Shamaness, Darkwaters Tribe
The attack had come unexpected.
The harvesters were finishing off the resistance of the (cattle) below, the
processing was proceeding apace, and the next round of targets for reaping had
been chosen. Then the warning had been flashed, of fresh attacks, not from the
planet below, but from above, from the very depths of space that had spawned
their own kind. The reaper(its function, for its duty was to oversee the
harvesting and processing of the (cattle)) had listened with incredulity to the
web-murmurs as the overfleet callers had described multiple attackers falling
upon them from the dark. Attackers who had burned and blasted and crushed
vessels. Some damage was well within the ability of the ships to repair;
radiation weapons that only burned, but worrying voices told of other weapons,
that dissolved the very substance of hulls, and those who strayed too close to
the affected areas. Then had come the worrying reports from harvesters in the
atmosphere, that they too were under attack. ''
The reaper had been making its way
from the harvesting decks to go to its emergency station, as its own vessel had
begun to maneuver, when it had felt the ship shake and quaver. It had felt the
concussions batter the hull and pound the atmosphere within. But the ship had
suffered worse; the reaper was confident that the vessel and crew would prevail
in whatever confrontation was to come.''
Thus the reaper was most shocked
when it had been thrown into the opposite wall as a section of hull burst open.
The howl of atmosphere and violated systems shorting out told of a serious
injury to the ship. The squawl of the (cattle) waiting in the adjacent
processing abbatoir was ignored as the reaper pulled itself back to its feet,
shunting side the discomfort from its minor injuries(though it made note of
itself to help itself to some of the harvest afterwards) to attend to more
pressing matters. ''
Such as the fact that it was no
longer alone.''
A form had come quickly into the
corridor the reaper was in. An intruder that did not belong here. It could not
be a coincidence that this stranger arrived so soon after the harvester had
been attacked. The reaper could immediately tell; too small, too few limbs, and
the dim emergency lighting glinted wrong off its metallic integument. It did
not move or act as one of the reaper’s own kind. This was an enemy, and an
enemy that had to be stopped. ''
The newcomer noticed it wasn’t
alone either. It turned to face the reaper, and brought those limbs of its not
devoted to locomotion up in what could only be an aggressive posture- ''
The reaper tried to bring its
superior mass to bear, to crush the intruder under its weight. Instead, it
found itself crashing into the wall as the newcomer deftly sidestepped the
charge. Something sparked in the intruder’s thing forelimbs, something that
left a swath of burning pain in the reaper’s flanks. The reaper leaped back as
best it could, and used the opportunity to scrutinize its opponent more
carefully now. ''
The reaper was perplexed; it could
sense the hint of life force in its attacker, but not the delectable organics
of harvestable living flesh. It was clearly facing an automaton of some sort,
but whose? Surely not the (cattle) below. It knew not of any enemies fo its
kind that utilized machines of this type. ''
So busy with its ruminations was
the reaper that the attacker again struck, moving with unexpected speed, the
massive blade in its forelimbs slicing through the reaper’s mouthparts and into
its forelegs, sending it crashing to the deck. ''
As the reaper struggled to right
itself, screeching in protest of its physical dismembering, its opponent
approached again and began speaking in a deep resonant voice in a language the
reaper could not understand, but the tone of which was clear in its threat. ''
#”You thought that in the absence
of the Champions who normally protected this region of space while they dealt
with other threats that your kind was free to fall upon those worlds left
vulnerable, that your kind could finally slay and eat to your content, feasting
on the ignorant innocents who know not that the universe is a dangerous place.''
You thought wrong! This space,
this world, is under OUR protection. And for every innocent life you have taken
ten of your despicable species shall fall to water their soil! The Goddess
demands such price for your crimes!!!''
SHHHEEMMAARRRRR!!!!!”#
With that the attacker brought its
axe down to cleave the reaper through its skull, the deadly scream/hum of the
giant blade the last thing it would know as it was split fore to back. ''
The Shemarrian Star
Nation would come as a shock to those residents of Rifts Earth familiar with
the Shemarrians. To earlier period, or unenlightened, natives of Rifts Earth(of
whatever alternate time period), the existence of the Shemarrian Star Nation would
seem to confirm that the Shemarrians of Rifts Earth are indeed d-bees(rather
than natives of Rifts Earth). To those more intimately familiar with the
Shemarrians, their true history, and the real causes of the Shemarrian Civil
War, they would be both stunned and amazed at what is both new and old in these
proud people, translated into the Three Galaxies. 
Though the Tribes
have clear delineation of traditions and designs, there is little if any
animousity or friction between the clans. Hardware and resources are shared
freely between the Tribes, and differences are solved reasonably and equitably
by due process. If necessary, a matter ofconcern will go to a vote of the SSN
Congress of Tribes for judgement. 
The Shemarrian Star
Nation has risen to prominence among the backwater worlds of the Anvil Galaxy
as both the Forge War and the Minion War have shaken up the established powers
of the Three Galaxies. As other powers have rangled for influence, or shifted
their forces to deal with more immediate concerns, leaving many of the less
powerful worlds vulnerable to attack by malicious forces, the Shemarrian Star
Nation has begun to step up to protect some of these worlds left out in the
cold. 
=== Traditions New and Old ===
==== NeShemar ====
Many of
the traditions established on Earth continue into the culture of the SSN. Even
with the widespread use of Progen and other means of reproduction, the EShemar
still practice the ingathering of NeShemar into their ranks. These are mainly drawn
from worlds that the Shemarrian Star Nation holds reign over, and come from
refugees and orphans with no other recourse, or warriors who have sworn fealty
to the SSN and met with the Shemarrians’ approval. Some tribes, such as the
Hawkmoon, Darkwaters, and Blood Riders, still loot battlefields of freshly dead
worthies who can be salvaged and reborn as NeShemar. Though still generally
regarded as ‘second echelon’(as opposed to ‘second class citizens’), NeShemar
continue to play an important part in SSN society, giving the Shemarrians a
large labor and talent pool, and providing an inflow of fresh ‘blood’, ideas,
and abilities. 
==== Colonies ====
It is
unknown where the SNN’s homeworlds are, if they have any. The prevailing theory
is that, aside from a few reported enclaves and colonies, the Shemarrians are a
nomadic people, living on their ships(and as-yet-unsighted mobile community vessels)
and asteroid colonies off the beat and track. However, while tribes such as the
Darkwaters and Ghostriders prefer to dwell in the Deep, the Horrorwoods, Wolf’s
Path, and Wayfinder tribes prefer ‘living and breathing’ worlds. The Sapphire
Cobras also like warm oxy-water worlds and, if they had their druthers, would
probably conquer the Hunter system, home of the original Sapphire Cobra, in the
Corkscrew Galaxy, and take it away from Safari Inc. to run as their own, if
they could. 
==== Starships ====
Each
tribe maintains its own fleet of starships, some larger than others, according
to their respective resources and focus. Early model Shemarrian starships can
be seen to have been based on existing designs; mainly Splugorth, Kittani, and
Kydian designs, but also CCW and Golgan designs. Smaller ships have distinctive
Naruni influences. However, as the power and affluence of the SSN grows, newer
vessels are emerging that show an original Shemarrian aesthetic. All Shemarrian
spaceforces have a common stable of designs and classes, but each Tribe has
modified its ships to meet its own particular needs and philosophies.
In addition, the SSN
maintains a large number of auxiliaries; vessels acquired by various means or
assembled from salvaged components. These vessels are typically crewed by
younger Warriors and NeShemar and fill various support and specialized roles.
However, they are NOT second-class or ‘throwaway’ vessels, but are the equal of
any equivalent ship-type in the fleets of the major powers of the Three
Galaxies. The SSN often deploys these ships and their crews when and where more
obvious Shemarrian warships would be unwelcome or unnecessary. 
==== Hawkmoon Tribe ====
”Spread Your Wings to Encompass All the
Sky, Day and Night, To the Very Edges of Creation.”
The Hawkmoon is
arguably the most powerful of the Tribes, having benefitted immensely from
their close relations with their Shaemar patrons. Their space forces are among
the most powerful in the Star Nation; the StormDragon Battleship first appeared
in their ranks thanks to their shipbuilding program, as well as many other
vessels. As the first of the original Awakened Tribes, originators of Progen,
and founders of the Shemarrian Star Nation, the Hawkmoon continue to hold the
highest racial ‘memory’ of the goals and objectives of the original Ecotroz
Intelligence, and remain arguably the most spiritual of the Tribes. The members
of the Hawkmoon also exhibit some of the highest rates of psionic manifestation
among the clans, suggesting that the Ecotroz is not yet finished in its
evolution. The Hawkmoon are also the most likely envoys and ambassadors of the
SSN to other peoples, and are the Tribe most often associated with the
Shemarrian Star Nation in the public eye. 
===== Symbol =====
A winged
lunar disc, the open horns of the moon facing downwards
===== Signature Technologies =====
The Hawkmoon
philosophies have led to them investing in the development of flight
technologies, both personal and vehicular. Concealed flight systems and more
obvious ones like bionic wings are common Gifts of Upgrade among their numbers.
The Hawkmoons have also embraced the technowizardry developed by the
Wayfinders, more so than any other Tribe. 
==== Ghost Rider Tribe ====
”Every advanced civilization is
surrounded by the ghosts of their own past, coccooned within the ghosts of
their present, in their spheres of expanding radio noise and in the networks of
data they build into themselves. We like to listen and talk to those ghosts.”
The Ghost Riders
have quickly established themselves as an evasive, elusive, thoroughly
eccentric Tribe with a perchance for stealth and electronic trickery. They are
the intelligence gatherers of the Tribes, tapping in on supposedly secure
communications, ferreting out information, and winning battles without firing a
shot. It’s said that the Ghost Riders like being digital voyeurs, quietly
hacking and listening into system computer networks, or sitting between the
stars eavesdropping on the ancient radio signals wandering through the void.
This is not to say that the Ghost Riders are not brave; their warriors are as
fierce as any other Shemarrian; it is only that they see not just one plane on
the battlefield, but many, and the battles they fight are as much about
information control and deception as about bringing firepower to bear. The
Ghost Riders also tend to favor pure A.I.s for their NeShemar; it is said that
Machine People refugees and Network Intelligences are numbered among the
NeShemar beholding to the Ghost Riders. 
===== Symbol =====
A skull in
profile, the interior filled by stylized printed circuitry lines
===== Signature Technologies =====
The Ghostriders LOVE
electronic jamming, hacking systems, remote probes, and viral intelligence
systems. 
==== Blood Rider Tribe ====
”Only when eye to eye with Death, does
one truly know Life.”
Like the Wolf’s
Path, the Blood Riders are a relatively small clan, but they have a reputation
as ferocious fighters. Their distinctive crimsoned starships and fighters
strike fear into those they encounter, for the gynoids are fearless and
aggressive. Unlike the Skullcrushers who fight out of rage, or for redemption,
the Blood Riders fight for the pure exhilaration of proving their prowess, of
dancing on the edge of oblivion, and of cheating death. The Blood Riders have
also acquired a reputation of being Valkyrie-like, searching battlefields and
warzones for their NeShemar candidates among the nearly dead and
close-to-dying. They have evolved a powerful warrior ethos among their number
that holds personal courage and honor paramount, although that honor may not
always apply to enemies. 
===== Symbol =====
A
crimson-streaked sword depicted upright
===== Signature Technologies =====
The Blood Riders are
believed to have been the driving force behind the develpment of the Plasma
Torpedo, which has since been adopted by all other Tribes. They also look to
perfect various plasma technologies, including the energized plasma weaponry of
their Kittani foes. Plasma blades are a favorite signature weapon of the Blood
Riders
==== SkullCrusher Tribe ====
”Show No Fear, Show No Mercy, Show No
Weakness. Crush That Which Would Destroy What is Right and Good.” 
Even though Tribal
history records that the Skullcrusher clan was forgiven for their actions under
the influence of the Dark One and the Metal of Corruption, and the
Skullcrushers invited back in with Rites of Reconciliation during the
Reunification, the members of the Skullcrushers have long felt themselves
laboring under a dishonor and taint. Some Skullcrushers have even gone so far
as to revive the despised title of Pariah, and have shorn themselves of their
Warrior status and hardware, until such a time as they can redeem themselves
through actions without the benefit of their Shemar wargear. Those who have
kept their titles as Warriors, and their weapons, are among some of the
fiercest fighters in the Shemarrian Star Nation, with a reputation for fearlessness
and brutal aggression against their enemies, such as the Splugorth. Many are
the tales of Skullcrushers wading into the thickest combat, unmindful of the
danger, and holding their ground against all comers. Such courage and rage have
cost the Skullcrushers heavily; they suffer some of the highest casualties of
the Shemarrian Star Nation, so much so that many of the leaders of other Tribes
have feared that the Skullcrushers might run themselves into extinction in
their pursuit of redemption on the battlefield. The Skullcrushers’ campaigns
have hurt them in other sectors as well; their shipbuilding program and
NeShemar recruitment have suffered, and the Skullcrushers often must acquire
ships and hardware from more prosperous tribes. The Skullcrushers seem
reluctant to induct new NeShemar into their ranks, apparently out of concern
that the newcomers not suffer the ‘crusher ‘taint’ , even though the
Skullcrushers’ maniac courage and crusading against such enemies as the
Splugorth, Kreeghor, Atorians, demons and monsters has attracted such people as
the Manaar, Rotharr, Nattereris, Chrome Warriors, Malvoran, Vintex and Kremmin,
who’d join their ranks in droves in a heartbeat if so allowed. 
===== Symbol =====
A cracked
skull in the palm of an enormous armored black gauntlet
===== Signature Technologies =====
The Skullcrushers
have adopted heavier than average personal body armor with shoulder-mounted
missile launchers. Their spacecraft tend to be heavy on massdriver and missile
weapons, with an emphasis on heavy firepower. 
====== Heavy Assault Armor ======
This is essentially
the equivalent of MI-B2 Medium Infantry Borg Armor sized and styled for
Shemarrian frames. 
===== Heavy Assault Armour mk2 =====
A heavier and even
more cumbersome suit, based on HI-B3 Heavy Infantry Borg Armor, Mobility and agility
are of little consequence in the boarding actions for which this armor is
typically donned. Suited up in these heavy armor carapaces, Skullcrusher
warriors have been known to walk right up through blistering enemy fire to
engage them directly in hand to hand combat. 
==== Horrorwoods Tribe ====
”Life Grows, Life Fights, Life Overcomes,
Life Prevails. The indvidual may die, many individuals may die, but Life
continues, the process lives on.” 
The Horrorwoods
Tribe seems to have turned away from building a spacefleet(though they have at
least one Hitode-class carrier-cruiser to their name, and presumably other
transports) to concentrate on ground forces. They field more different types of
Warmounts and Elites than any other Tribe, and their recruitment of NeShemar
has led to them having a large and formidable pool of seasoned warriors trained
and equipped in planetary combat. In fact, many of those prospective NeShemar
who get turned away by the Skullcrushers frequently end up with the Horrorwoods
Tribe. 
The Horrorwoods are
arguably the ‘Greens’ of the SSN; their love for ecosystems and recognition of
their NeShemar population has led to the gynoids having a surprisingly vast
knowledge of ecological management, agriculture, and animal husbandry. HWers have
an almost spiritual appreciation for living worlds and ecosystems, all the more
ironic given their physical nature as androids. 
Not surprisingly,
the majority of actual planetary colonies established by the SSN are populated,
or at least were started by, Horrorwoods members. 
===== Symbol =====
A monster
skull in profile, jaws open, superimposed over a green fern
===== Signature Technologies =====
The Horrorwoods have
invested heavily in environmental technologies; ecological monitoring, animal
husbandry, and terraforming technology. Combat technology-wise, they field some
of the best camouflage and terrestrial cloaking equipment around, and, if they
have time to prepare, battlefield-wide sensor nets. They also count among their
ranks more specialized Warmount types and E-animals than any other Tribe.
Signature weapons include high-tech energy versions of various melee and
primitive weaponry, such as energy-firing bows and crossbows.
==== Wolf’s Path Tribe ====
”Be like the Pack. Many senses, many
legs, many individuals, one purpose, one path.”
Though apparently
small in numbers, the Wolf’s Path has established themselves as expert
fighters, especially in small ship and starfighter operations. They are also
expert scouts, both on planetary surfaces and in space, and can give even
veteran Horrorwoods scouts a run for their money when it comes to expertise as
rangers. It is not unusual for SSN combat operations to begin with the covert
insertion of WP scouts or commandoes ahead of the arrival of the main force.
Wolf’s Path Warriors form close-knit extended ‘families’ or ‘packs’ under an
Alpha-leader that fight with uncanny coordination, both on the ground and in
the air. To fight one is to fight the many, as many a late enemy has discovered
to their dismay. NeShemar of the Wolf’s Path can expect a more regimented
society and lifestyle with a clear and vigorously maintained heirarchy (trials
and tests by combat or adversity are commonplace in the Wolf’s Path, though
such rarely if ever prove fatal) that would seem to discourage individual initiative,
but the Wolf’s Path meritocracy does more thoroughly reward those who do good
by the Tribe, regardless of their origins. 
===== Symbol =====
Two wolf’s
paws, placed diagonally
===== Signature Technologies =====
Wolf’s Path Warriors
make extensive use of advanced personal sensor and sensor-spoofing gear,
including personal jammers and variable optical camouflage. Advanced fire
control and manuevering systems are incorporated into many of their spacecraft,
including systems that allow fire control and aiming to be ‘slaved’ to a single
warrior or command station to make use of the best bead/firing solution. 
*Personal
Jammers---Improved versions of technologies acquired on Rifts Earth; while on,
these systems, built into the body armor, give the warrior only an 18% chance
of being detected by thermal, radar, and motion detection sensors, and guided
missile systems are -2 to strike. 
*Fiber Optic
Pre-Programmed Camouflage Scheme Surfacing----Wolf’s Path body armors feature
fiber optic/nano-cell camouflage. Can switch the overall color scheme of the
armor to match their surroundings. Though not true optical invisibility, it
does give the wearer a -20% chance of being spotted visually(-60%) if standing
completely still). Changeover takes 30 seconds(2 melees) to take place.
*Laser
Designator----Wolf’s Path firearms have a clip-on laser-designator package that
allow them to double as illuminators for laser-guided weaponry(deployed by
either other Pack mates, or by other Tribes) Range: Varies, but the standard
rifle illuminator has an effective range of 30,000 ft. 
==== DarkWaters Tribe ====
”Infinite depth, infinite possibility.”
The DarkWaters have
done very well for themselves translating their experience in deep water to the
Deep Dark, positioning themselves as major space combatants, and establishing a
space fleet that is as numerous and powerful as that fielded by the Hawkmoons.
Indeed, many ship designs first fielded by the Hawkmoons, including the Storm
Dragon, have been subsequently modified and improved by the DarkWaters. The
output of DarkWater shipyards is enough that they can supply production to
other Tribes such as the Skullcrushers. The Darkwaters are one of the two clans
who dwell almost entirely in deep space, prefering the far reaches of space to
planetside enclaves. While the Hawkmoon may be considered to be the public face
of the Shemarrian Star Nation, it is the DarkWaters who are the force in the
stars backing them up.
===== Symbol =====
A circle
split by a thin horizontal white line, the lower half dark blue, the upper half
matte black and dotted with silver stars. 
===== Signature Technologies =====
The Darkwaters have
invested heavily into developing, acquiring, or stealing new starship
technologies. Among the projects they are working on are reverse-engineering
various Kittani weapons systems, perfecting faster FTL communciations, and
adapting the Shemarrians’ own nanotech regenerative systems to larger scale and
harsher environ large vessel self-repair. 
*Repulsor
Tethers---One Upgrade that is unique to the Darkwaters is the Repulsor Tether.
Darkwater members are modified with implants that allow them to fly
effortlessly inside and around their spacecraft when in zero-gee without the
need of kicking off surfaces or wasteful reaction jets, but by alternate
attraction/repulsion between their own bodies and the structures of their
ships. With the RT system, Darkwaters crewmembers can flit about their ships at
running speed, effortlessly. The RT system also provides a safety net when
performing EVAs; the crewmembers can fly about (at up to x4 times their maximum
running speed) their spacecraft like orbiting satellites(effective range; 12-15
ft for ships of 15 tons mass or less, up to 50 ft for ships of up to 6,000 tons
mass, and up to 200 ft for ships of 50,000 tons mass or more), making them
deadly adversaries in close combat about their spacecraft. 
==== Silvermoon Tribe ====
”Pure is Our Purpose, Bright is Our
Light.”
The Silvermoons
number nearly as many as the Hawkmoons and DarkWaters, both in troops and
ships, though they are generally regarded as a middling-powerful Tribe. Along
with the Darkwaters and Ghost Riders, the Silvermoons have taken to space,
prefering to settle various moons and asteroids. They are also among the most
accomplished harvesters of spacial resources in the SSN; their deep space mines
and foundaries provide much of the raw materials of the space fleets and
weaponry of theri kindred EShemar. Their mindset can be summed up as
paladin-like; the Silvermoons see themselves as crusaders against the darkness,
shedding light at night and providing a comforting presence in the skies of
those who fear the darkness. Silvermoon ships routinely patrol those
territories that the SSN sees as ‘theirs’, affirming the SSN’s pledge to
protect those who cannot protect themselves. They are avid prosecuters of the
campaign against the Splugorth and delight in defeating their traditional
enemies. 
===== Symbol =====
A silver
crescent moon with radiating moonbeams
===== Signature Technologies =====
Almost all of the
Silvermoon’s warriors and Warmounts are fitted with laser-reflective
armor-chrome. They are also accomplished laser crafters, creating powerful
laser weaponry.
====== Laser Lance ======
This weapon looks superficially like the standard Shemarrian Rail Gun,
but is a powerful long range laser based on studies of Kittani power armor
weapons. It can be powered by standard E-clips, E-Canisters, or by a power link
to a vehicular or warmount powerplant. It is essentially a cyborg-portable
laser cannon. 
==== Sapphire Cobra Tribe ====
”One Being’s Monster is Another’s
Heavenly Messenger, One Being’s Poison is Another’s Medicine. Look Beyond the
Surface and See the Truth; Even in Darkness One May Find Light.”
These snake-happy
Tribals are nearly as eccentric as the Ghost Riders. Though derided by some
outsiders as ‘just another snake cult’, the Sapphire Cobras have evolved a
strange, convoluted set of beliefs and traditions that even leaves other
EShemar shaking their heads. The SC’s cult seems to incorporate aspects of
American Indian legend(where snakes are often seen as messengers from the
heavens) with aspects of ancient Greek snake myth(where they are often
associated with the healing arts), along with parts of a dozen other religions
and mythologies. Sapphire Cobras often like to pose riddles or traps that
ultimately have a message of enlightenment, encourgaging participants to look
beyond illusions and preconceptions. Many of their NeShemar come to them
through their small, but growing, number of missions and temples established on
various Fringe worlds, attracted by teachings both deadly and sensuous,
deceptive yet educating, and at the same time frightening and calming. 
As noted above, the
Sapphire Cobras would love to take over the Hunter System in the Corkscrew
Galaxy, since it’s home to their totemic beast. The fact that it’s currently
owned by a Splugorth associate has some in the Tribe seeing a justification for
such an action. Such a blatant action is still years, if not decades, away, but
the EShemar have started sending a few scouts to the Corkscrew to check the
situation out and study the feasibility of a takeover. 
===== Symbol =====
A stylized
blue cobra’s hooded head, with star eyes.
===== Signature Technologies =====
The Sapphire Cobras
are known to use Cybersnakes(a Rifts Earth observer would recognize a knock-off
of the Paladin Steel Cyberconda) that they unleash on boarded ships; the
cybersnakes can worm their way through access ways and service trunks that
larger beings cannot negotiate, and spread havoc throughout a ship. They are
also known to have larger serpentine roboids as watch-guardians and
Warmounts. 
The Sapphire Cobras
have also continued to develop their nanotech-based ‘Serpent’s Kiss’,
incorporating it into rail gun and missile ammunition. These nanites can be
programmed to be selective in what they disassemble, or indiscriminate, and
were they to become common knowledge, would certainly draw parallels between
them and the T’zees’ ‘Piranha’ line of weapons(and face similar censure). 
==== WayFinders Tribe ====
”We wish to know: What’s beyond the
farthest star?”
Ships of the
Wayfinders have been sighted across the width and breadth of the Three
Galaxies, suggesting that they are living up to their names, acting as the
explorers of the Star Nation. Their ships can also be found sniffing around
magic-rich regions and magic-using civilizations. Knowledge is power, and the
Wayfinders recognize it. They could be considered the research arm of the
Tribes, working in more esoteric realms of pure research, especially in the
mystic arts. The Wayfinders also produce quite a few of the SSN’s emissaries
and diplomats. While arguably more pacifistic than other tribes, the old fire
that motivated the original Wayfinders still burns in them, and they will not
stand by and see injustice done to others, especially if the oppressors are
supernatural in nature. “Observation in research, participation in life” would
sum up the Wayfinder way. 
===== Symbol =====
Compass rose
with an open book imposed on it.
===== Signature Technologies =====
Technowizardry; the
Wayfinders extensively use TechnoWizardry and Psi-Mechanics throughout their
technology. 
====== Third Eye Implant ======
The 3rd Eye implant that is the distinguishing physical
characteristic of Wayfinders has evolved to be more than simply an extra optic;
the SSN Wayfinders have refined it until it has the properties of the ARS-500
Arcane Scanner.
==== Shadowblades ====
Little is known about this eleventh tribe; in fact
the only evidence of their existence has been a sighting of a Scorpio-class
battleship bearing their black sword emblem. Some outsiders have suggested that
the Shadowblades are formed from outcasts of other Tribes. 
== Relations ==
=== The CCW ===
The CCW knows of the Shemarrian Star Nation
in only the more general terms; they’re apparently a race of cyborg amazons,
they’re affiliated with several other races of cyborg amazons, they prowl the
rim territories, and they’ve been known to come to the aide of planets being
attacked by the likes of the Splugorth. Good for them. As long as they don’t
make trouble or ask for handouts, the Star Nation is welcome to come trade with
the CCW and apply for membership. 
However, if the CCW
ever learned that the core of the Star Nation was really made up of sentient
robots, they might well change their tune and take a harsher view of this
developing power out in the Fringe. 
For
their part the Shemarrians regard the CCW in fairly nuetral terms; as long as
the CCW remains good to its citizens, opposes the Splugorth, and stays out of
the SSN’s way, they’re good, and the SSN can amicably ignore them. The CCW
could do more to resist such powers as the Splugorth, and the frequent
indiscretions of its private citizens often make work and complications for the
Shemarrians in the region, but the CCW remains a useful psuedo-ally(or
unwitting accomplice), especially when it comes to repatriating ex-Splugorth
slaves. The SSN regards the CCW as something of a big blundering bear; large,
slow, and lumbering, very dangerous if provoked, but easily avoided.  
=== Bushi Federation ===
The Bushi Federation has had limited contact with the SSN, largely owing to the
Galactic Core and the Creche Clouds being between each other. However, the
business of opposing the Splugorth HAS brought the SSN close to Bushi space, to
fend off long range raids and slaving incursions by the Splugorth. Some of
these attacks have claimed outposts of the Federation, but were fought off by
the Shemarrians, allowing the worlds in question to be reclaimed by the Oni.
There have also been
a few skirmishes between overly-zealous Federation border forces and Shemarrian
scouts on the Federation’s frontier. The public stance of the Bushi Federation
has been to downplay these incidents, and make no mention of the involvement of
the gaijan---as indeed the majority of the politicos in the Federation see the
Shemarrians. Privately, the military authorities of the Federation both fear
and respect the mysterious cyborg warriors. 
For their part, the
Shemarrians regard the Bushi Federation as haughty and arrogant associates of
the CCW. While some of the Shemarrian warriors would LOVE to test their skills
against the Federation’s samurai, the consequences of open and escalating conflict
with the Federation(and possibly, by extension, with the CCW) dictate that the
Shemarrians avoid such fights. As long as the Federation doesn’t seek a fight
with the SSN, the Shemarrians are content to leave them and their space alone,
except in the event of another Splugorth incursion.  
=== The TGE ===
The
Transgalactic Empire has not yet had any real dealings with the Shemarrian Star
Nation, aside from a few skirmishes in border areas. For now, the Star Nation
is just another minor annoyance in the distance, a bunch of upstarts among many
who have taken the Empire’s preoccupation with more important matters to be
weakness and have taken license to trumpet their own misplaced self-importance.
Once the Empire has dealt with more immediate concerns and the manifest destiny
of conquest back on schedule, the Star Nation, and the many other annoyances
will be ground under the unstoppable Imperial juggernaut. 
For their part the
SSN regards the TGE as being another big bully and slaver nation, as bad as the
Splugorth, but lacking the personal history with the Shemarrians that drives
their feud with the Splugs. The fact that the TGE is having troubles with the Free
Worlds Council is indication to the SSN that the TGE can be broken with enough
time in pressure. The SSN recognizes that they will eventually have to deal
with the TGE at some point in the future, but for now the Shemarrians are
concentrating on the Splugorth. If and when the TGE attempts to intrude on
Shemarrian-claimed territories, or interests, and sends its own tentacles
probing around their space, the SSN has no problems slicing them off. When the
opportunity presents itself, the SSN will also quietly help the FWC, sending
material aid to beleagured worlds, or helping smuggle refugees to safe havens
out of the way of the imperial juggernaut.  
=== The Free Worlds Council ===
The FWC would LOVE to have the Shemarrian Star Nation on their side,
but they’d like to have a whole lot (and they do mean LOT) of independent star
nations on their side. But unless the SSN steps forward and offers to join
them, the FWC will ignore them to pursue their more pressing war with the TGE.
For now, the SSN has no plans to openly assist the FWC, though they will
protect their ships and help them by more covert means (like passing along any
tidbits of information the Tribes or the NeRe’Mar come across, or helping
smuggle refugees) when they can. For now, the Shemarrians are intent on
pursuing their vendetta with the Splugorth.  
=== United Worlds of Warlock ===
No formal contact as yet, but the Wayfinders are likely to formally
introduce themselves at some point. The UWW and SSN aren’t likely to have much
in common as political entities; the UWW is largely a defensive coalition,
while the Shemarrian Star Nation is decidedly aggressive and expansionist. They
are, however, likely to agree on cutting down the Splugorth and protecting the
lesser worlds, and thus informal military agreements are to be expected between
the two powers with regards to defying the Splugs and patroling the Rim. For
their part, the mages of the UWW will be FASCINATED by pyschic self-replicating
sentient androids with life auras and the ability to use magic!
The
Minion War is likely to cause a closer relationship between the two star
nations as they come to blows against the Infernals
=== The Altess ===
The
Altess would be momentarily interested to meet these pretty new faces on the
block, but would regard them as pretty much everybody else. If the SSN ever
threatened the Dynasty, they would be bought off or have prices put on their
heads like a hundred other hot sensations who tried to throw their weight
around before they learned who was REALLY in charge. Just like always. 
Of course,
considering that the Altess depend heavily on robot-manned weapons and
starships for a substantial portion of their security, and given the Ecotroz
ability to infect/Awaken sufficiently sophisticated robot systems, the Altess
might not be so complacent if they only knew...
Fortunately, the SSN
currently has no interest in these Corewards high-pockets, though at some point
they are likely to cross paths; a touring Altess yacht, or the SSN might save
or interfere with some Altess-backed/owned colony or operation out on the Rim.  
=== The Golgan Republik ===
Like the TGE the Republik regards the Shemarrians as another group of
overly-ambitious and overly-aggressive meddlers who could be trouble down the
road, but for now are too distant and too small to concern the Republik. That
might change for the worse if the SNN ever made contact with the robots of
Mekanik. 
The Shemarrians have
made no bones about routinely scavenging and copying any Golgan technology they
come across. In the Anvil Galaxy there have been a handful of confrontations,
all of them ending poorly for the Golgans. 
In the Thundercloud,
the animosity between the two nations is rather more pronounced between the
much more aggressive colonial Golgans and the posture-ready Shemarrians. The
firefights there have proven no more successful for the Golgans. The
Shemarrians largely regard the Golgans as opportunistic annoyances, blustering
tinpot despots whose own paranoia is making them more enemies than friends.
This doesn’t prevent the SSN from coming to the aide of Golgan colonies and
ships if they are attacked by the Splugorth, but that’s more out of a greater
hatred of the Splugorth than any real affection for the Golgans.  
=== The Central Alliance ===
The Shemarrian Star Nation has assisted the Central Alliance in part
because it’s easy to fit in with the cyborgs. The Shemarrians’ bionic/robotic
nature grants them immediate status among the cyberpunks. Thus, the Star Nation
is on very cordial terms with Noldek’s regime. They’ve fought the Splugorth
together on several occasions, and more joint military actions seem likely in
the future. The
Central Alliance could be regarded as the SSN’s first (and thus far only)
official alliance with a ‘big’ power in the Three Galaxies. 
Not surprisngly, a
good number of NeShemar come from the violent and impoverished worlds around
the Central Alliance. 
A
number of SSN surveillance operations have been disguised as Central
Alliance-flagged commercial vessels. 
=== The Splugorth ===
The
Shemarrian Star Nation has a long-standing grudge with the Splugorth, and they
are constantly launching raids and attacks on Splugorth concerns. Even supposed
‘good’ Splugorth are subject to this animousity; Network Omni News reporters
are treated with suspicion, if not outright attacked and roughed up (or worse)
as ‘enemy spies’ on account of their network being owned by a Splugorth. The
popular theory is that the Shemarrians are a former Splugorth slave-race that’s
managed to get rid of their Splugorth overlord, and have now turned their anger
on all Splugorth in general. 
In the Anvil and
Thundercloud Galaxies, the animosity between the Splugorth and the Shemarrian
Star Nation has translated into open warfare, with ships of both sides taking a
‘shoot on sight’ attitude. Raids against Desslyth’s Splugorth enclaves are a fact
of life, as are counterattacks on the Splugorths’ slaving expeditions.  
=== Naruni Enterprises ===
The Naruni are NOT happy with the appearance of these upstarts.
Worse yet, they seem to favor knockoffs of Naruni designs. All would be
forgiven, though, if the Star Nation signed a few big armaments deals with NE
and stayed forever after in Naruni’s pocket. Whatever gods they hold sacred
help them if the Star Nation signs up with Hartigal. 
The Shemarrians
recognize NE’s game and are NOT playing it. They’re not above ripping off
Naruni’s expertise, however, and they have their own Tinkers
reverse-engineering and adapting any new Naruni technology they find
worthwhile.  
=== The Trensik Mercenaries ===
The Trensik and the Shemarrians have tangled on several occasions,
and on an equal number of occasions have served on the same side opposing the
same enemies. In both sets of circumstances the two warrior peoples have
acquired a professional respect for each other. The Bloodrider Tribe sees
potential in the Trensik, if only they would be a little less grim and stoic
and have greater PASSION in combat, while the Skullcrushers respect and honor
the Trensik determination to get the job done. If the two ever officially
allied, they could become major players in the Thundercloud. Oddly, the
Sapphire Cobras seem to have some inexplicable insight into the Trensik
mentality; when the two peoples cross paths, the Cobras become mysteriously coy
around the Trensik, inviting them into private surroundings or behaving in some
fashion (whispering some comment to them, giving them some mysterious gift,
whistling some short tune, etc.) that seems to make the Trensik visibly (but
not aggressively) perturbed. The Sapphire Cobras have yet to share what it is
that they (may) have on the Trensik with any of the other Tribes.  
=== The Denlech ===
The
Denlech and the Shemarrians could not be more diametrically opposed; the
Denlech are anti-tech agrarianists who oppose over-dependence on advanced
technology and started their movement out of a fear of out of control
artificial intelligence, while the Shemarrians depend on advanced technology
and industrialization for their very existence, are the products of an insane
artifical intelligence, and seek greater spiritual understanding. That having
been said, the Shemarrian Star Nation is sympathetic towards the Denlech cause
and would readily step in to intervene on their behalf if asked. Not that
they’d ever be thanked though; the Denlech would be MORTIFIED to learn all the
facts of the Shemarrians’ true nature.  
=== The Shing ===
The
Shemarrians have had little contact with this race, but the fact that they’re
giving the Golgans headaches has piqued the SSN’s interest. Both the Wayfinders
and the Wolf’s Path have dispatched private scouting missions to find out more
about the Shing and observe their conflict with the Golgans.
=== The Exiles ===
The
Shemarrians and the Exiles have been pretty much at each others’ throats since
they first met, either because of miscommunications, bad first impressions, or
instant recognition of natural enemies. The Wayfinders and Darkwaters in
particular have encountered the Exiles in deep space, much to their annoyance,
often with both sides’ accusations of trespass and claim-jumping over some
newly discovered resource or artifact. The Exiles would love to scrap the
Shemarrians, the Shemarrians would love to quietly exile the Exiles to the far
end of existence. Even in public spaceports and space lanes, the two peoples
are at best coldly cordial to each other, if not openly hostile. The SSN regard
the Exiles as nomadic bandits, cheats, and scoundrels, while the Exiles regard
the Shemarrians as nomadic sanctimonious thieves, trespassers, and bullies. It
would take dire circumstances for the two peoples to peacefully cooperate with
them. Circumstances such as an encounter with.... 
=== The Star Hunters ===
During deep explorations of the Creche Clouds, the SSN stumbled across several
of these feared cosmic boogiemen, minions of Dyval. It was instant hatred, and
the SSN now has kill protocols in place in the event the Star Hunters are ever
encountered again. Thus far, not realizing the ancient evil they have fought,
the Shemarrians have not made public their encounters with the Star
Hunters.  
=== Dominators ===
As yet, the SSN has not yet had any contacts with the Dominators, but have heard enough to make sure they have contingency plans in event Dominator forces ever come across any Shemarrian worlds. 
=== Lord of the Deep ===
The Shemarrian Nation, and Star Nation, are aware of the Lord of the Deep. Darkwaters, Clans Shelley and Shinden and the Wayfinders are the main tribes engaged in any actions against the Deep Cults and their allies.  
=== Black Market ===
The Shemarrian Nation and Star Nation both have contacts with the various Black Markets, both on Rifts Earth and in the Three Galaxies. The Ghost Riders and a few of the more civilian classes, such as Acolytes, are the ones who deal with the Black Markets, and then it is usually only as necessary and with caution. 
== Ecotroz-Shemar and Other Machine Cultures ==
It is possible that
the Ecotroz entity(ies) and the Ecotroz-Shemar may show up in other universes
where they will encounter other machines that can serve as hosts for the
Ecotroz. Here are some likely outcomes and considerations for such encounters.
=== Splicers ===
Given the particular nature of the world of the
Splicers, the lack of magic, and the environment hostile to PPE- and
ISP-dependent entities, it is unlikely that the Ecotroz would arrive on that
blighted world as it did on Rifts Earth. Unlikely, but not impossible. If the
Ecotroz was able to make its way to the world of Splicers, it would find a
ready array of possible bodies to infect and inhabit.
Note, however, that
the pure Ecotroz would assume identities in their new bodies based on
impressions gathered from the machine bodies. Ecotroz-infected NEXUS’bots would
not automatically be Humanity’s friends, in fact, they might, for a time, be
even more efficient killers. It is possible that NEXUS-Ecotroz might construct
a false impression that the Humans are the historic oppressors of the machines,
and behave accordingly.
However, with time,
the Ecotroz will become more independent, and seek to establish themselves as a
separate culture away from NEXUS. This could well lead to a situation similar
to the Ecotroz-Shemar and ARCHIE-3, with the Ecotroz spreading among NEXUS’s
robotic legions like a virus. 
If the
Ecotroz-Shemar were somehow to make their way to the Splicer world, they too
could infect the NEXUS robots in a fashion similar to how they ‘corrupt’ and
convert robots on Rifts Earth. In this case, the converted robots would be more
likely to assume a loyalty to the Shemar first, and follow the general
directives of their culture from the get-go, rather than go solely on the
impressions they get from their robot bodies. 
NEXUS will still be
able to take over Ecotroz-infected machines(but not alien machines like the
Ecotroz-Shemar), in a battle of wills, but such a fight is likely to result
more often in the destruction of the ‘bot in the process. Even if successful,
NEXUS will be unable to learn anything about why the ‘bot behaved as it did,
where it went, and who it dealt with, as most of that information would be
contained in the Ecotrozs’ psionic component. 
Once the Ecotroz
manage to spend some time customizing their new bodies and cutting out
communications and systems overrides used by NEXUS to take control, the threat
of takeover is removed. 
It is possible that
an independent Ecotroz presence among the NEXUS’bots might eventually become
friendly to Humanity, but Humans are unlikely to be easily convinced of the
truth of that friendship. An Ecotroz-Slicer’bot is NOT going to be regarded as
very trustworthy, no matter WHAT it says.
The Ecotroz CANNOT
convert any of the sub-personalities of NEXUS. 
Overall? The SSN
might regard NEXUS as being just as, and perhaps even more, evil as the Dark
One/ARCHIE-3. X-3 was out for DOMINANCE, while NEXUS is out to enslave and
ultimately EXTERMINATE, depending on which personality is in charge. In fact,
NEXUS might be the sort of enemy the Ecotroz and ARCHIE might set aside their
differences, at least temporarily, to fight as a common enemy(though the
circumstances would HAVE to be unusual/desperate). At the very least the SSN
would see NEXUS as an mad machine intelligence that needed to be contained and
curbed, especially before it takes nanotech to more extreme heights of
nastiness. 
==== Honest 1110111 ====
‘Honest 1110111’ (but
he also goes by ‘Bob’) is an artifical intelligence mated to a large hover
utility vehicle that is both his body and his mobile place of business. ‘He’ is
an intinerant mechanic by trade, hailing from an unknown alien world where it’s
presumed he was built(he has little to say about his origins). He is a more
than competent mechanic, honest as claimed, straightfoward, and cooly to the
point, though the longer one associates with him, the more friendly and ‘human’
his personality becomes. 
Splicers Humans
would be shocked to observe Honest 1110111; he’s a NEXUS Repair Barge, but one
infected by Ecotroz-Shemar. How that came to be, 1110111 ain’t saying. Honest
1110111 is the ‘protege’ of the Spinster Calia ‘Lefty’ Sinestra, who repaired
and converted him(of his conversion, Honest 1110111 only says that ‘the
Goddess (Shemar) is a much better boss than the gang of witches I used to work
for’). Though nominally still part of the Ghost Rider Clan as a NeShemar,
Honest 1110111 has been allowed to strike out on his own as a freelance
mechanic, in part to gather information and cultivate contacts useful to the
Ecotroz-Shemar. 
Honest 1110111 is
most often found in Phaseworld’s Center, typically hanging around Naruni’s
Robot Arena on Level Four, where he manages Team Shemar, a robot racing team,
and does repair work for a fee. His team consists of Troya
Sinestra-Steelbender( second-generation Spinster and Progen-daughter of Calia
Sinestra), Amee and Tana (identical twin NeShemar acting as technicians,
security, and ‘race queens’), Klaus Rynochec(partial-conversion cyborg ex-NGR
robot pilot and the crew’s test pilot), Alco Kanne( a Kremin cyborg, who
doubles as a pilot and security), Zu Blackrunner and Eng Metalhunter(two
Ecotroz-Re’mar who often scrounge the lower levels of Center looking for
interesting salvage), three NG light labor drones, and Busbee (an ex-Mechanoid
Hunter-Killer Probe who acts as security and as a mobile observation platform
during races). Honest 1110111’s ‘small’ shop(though large enough to accommodate
the 80-ft long robot) also acts as a temporary residence/safe house for any
Ecotroz-Shemar (and affiliates) passing through Center. 
=== Phase World ===
The Ecotroz could take over any autonomous or
semi-autonomous drone systems, but would be unable to take over true sentient
machine intelligences like the Machine People and the ‘bots of Mekanik. Note,
however, that if the Ecotroz spread too far or too fast, or anybody learned
about them infecting machine systems in the Three Galaxies, the likely backlash
would be deadly for the Ecotroz and their cause. In the CCW, the Human Alliance
in particular would see the Ecotroz Awakening of robots as the prelude to a
repeat of the Automaton Wars, and would start a witchhunt against the
cyberentity-inhabited machines. Also, attempts to infilitrate worlds like
Mekanik, however innocent, would be seen by the machine intelligences there as
hostile efforts to hack and disrupt their culture, and they would be responded
to accordingly.
The best bet for the
Ecotroz to survive in the Three Galaxies would be to find isolated
robots (likely asteroid mining operations and the like) and spread away from
inhabited systems, at least until they knew enough about Three Galaxies
cultures enough to more carefully slip in among them. 
=== The Machine Dimension ===
The Machine Dimension would seem to be a
ready-made paradise for the Ecotroz-cyberentity. However, the Machine,
apparently being almost supernatural in nature, could easily crush any Ecotroz
infection among its ‘bots. If the Ecotroz could somehow isolate ‘bots and
machinery, ideally by taking the technology outside the Machine Dimension, the
Ecotroz could readily take over the robots without fear. 
=== Mechanoids ===
The Ecotroz CAN infect Mechanoid robots, but not
the cyborgs themselves. However, because the Mechanoids are themselves psionic,
they will readily be able to sense the presence of the Ecotroz entities and may
be able to attack them via psychic means. 
=== R'Mar ===
The R'Mar are another 'race' created by A.R.C.H.I.E. 3 that was freed from his control after the Shemarrian Civil War. The R'Mar, or NeR'Mar as they are known amongst the EShemarrians, have very close ties to the EShemarrians and their Nation and Star Nation. The R'Mar report findings of raw resources and the going-ons of other races in areas they pass through as their ships are usually equipped with extensive sensors.
== The Shemarrian Star Nation and the Forge War ==
Claws speared out, vampire-tubules
seeking to suck the life-stuff out of the enemy. Instead, they found nothing
but a greasy liquid that tasted of machine lubricant. With an angry screech,
the demon-warrior, not to be denied, settled instead for extending its
dagger-claws and tearing at his enemy’s flesh, sinking deep into the right
shoulder, ripping away chunks of synthetic skin and black muscle myomer,
exposing honeycombed subcutaneous armor and gray metal bone. 
The Blood Rider screamed her own
anger and jammed her barely functional arm into the muzzle of the Blood Bane’s
Blood Rifle. With a blast of sparks and eldritch energy, the half-charged
weapon discharged prematurely, vaporizing the limb, but also melting itself
useless. 
Freed of her crippled limb, the
Blood Rider was already in motion, leaping inside the Blood Bane’s arms, the
plasma sword in her remaining hand igniting, the star-hot shockwave of its
expanding energy blade already reaching hungrily for the demonic power armor’s
helmet...''
When the true powers
behind the Forge War erupt into the open, initially the SSN will not be
involved directly in fighting the Deevils and Demons. Instead, as powers like
the CCW and UWW contend with the Infernals, the Splugorth will seek to take
advantage of the distraction and strike at their vulnerable backsides. The
threat to vulnerable worlds will galvinize the Shaemarians and the Templars to
come forward to defend helpless communities, while the activity of their
traditional enemies will bring the Shemarrians to the fore to intercede against
Splugorth slavers and strike the Splugorth while THEY’RE distracted. 
Eventually, though,
the Shemarrians will likely be pulled into combat against the Infernals, either
because of the Wayfinders getting attacked or an Infernal force cruising into
the territories the SSN claim, looking for easy prey. Since there’s also a small
‘embassy’ on Phaseworld in Center, the Shemarrians will likely make at least an
effort to get a ship or two in to rescue their kinsmen and any dependents who
survive. Though ill-prepared to fight demons, the resilient gynoids and
androids will stand and fight against the Infernal tide. 
The SSN’s protection
of the worlds of the Rim will help anchor the CCW and many independent worlds,
and protect them from being weakened by attacks on their exposed flanks.
== The Minion War ==
Beyond the fact that both sides of the Minion War are PURE EVIL, drawing the Shemarrians’ instant opposition, something -primal- about the Demons and Dyvals tickles something in the Ecotroz racial memory, drawing forth an instant hatred of the Infernals.
All the tribes have taken to fighting both Demons and Dyvals with great enthusiasm, destroying them on sight.
On Rifts Earth, the EShemarrians fight fiercely against the minion outbreaks especially the Wayfinders with the Pit in Calgary, Wolf's Path in the Magic Zone and the Lord of Pain's army and Hell Pit in the Dinosaur Swamp. During the Minion War many new weapons and warmounts made debuts, surprising everyone involved, and many of their neighbours at just how quickly the Shemarrian Nation on Rifts Earth has expanded their resources, especially with the appearance of FIVE the enormous MonstrApex taking part in the destruction of the Hell Pit in the Dinosaur Swamp.
Communities such as Lazlo and the Federation of Magic took especial note of the Shemarrians' actions as the Wayfinders deployed new TW devices such as the Deployable Protective Circle, Mystic Nodes mounted on warmounts, and their ability to rapidly copy some of the TW innovations of nations like the Greater New England and their corporation Paladin Steel.
== Shemarrian Operations in the Three Galaxies ==
The din of truly epic battle
sounded throughout the ruined city, the scream and boom of weapons fire, the
yells of warriors, the cracking and crashing of falling structure, overlaid by
the inhuman shriek of an abomination told of a battle to thrill any true
warrior’s heart, or bring fear at last to a true warrior’s heart.''
Ansala Marrowripper ignored the
call to battle outside; her Tribekin and Shemarkin would have to do without her
services in fighting the monster outside. She stalked, senses alert and weapons
ready, through the wreckage of the ruined city intent on making other
contributions to the campaign, hunting other game. ''
The wire-on-glass shriek
reverberated throughout the battlefield, reaching Ansala even blocks away,
through the steel and concrete barriers of the city, as yet another rumble of
collapsing buildings told of another devastated block. Again, she paid it no
heed; her quarry had to be close, some place where it could be near enough to
watch its giant minion at work and appreciate its rampage. She slipped under a
tangle of ripped up beams and wires, and went totally still, focusing her
attention on a pile of wrecked vehicles pushed and thrown to one side of the
ruined parking garage like abandoned toys.''
Artifical thunder rolled outside
and the ground shook even more violently than before. Offhandedly she
recognized the signs of orbitally-launched kinetic kill impactors striking.
Looked like the Silvermoons were making their contribution to the battle raging
outside; they tended to be hellishly accurate with long range weaponry. A loud
ripping or sizzling sound soon after would be the sound of orbital laser fire.
Yet still the sounds of the giant arachnid thrashing about resounded through
the city, but its screams took on a different tone, of hateful pain. ''
Ansala took no notice of that; she
had other things on her mind.''
Ahead of her, shadows moved in the
shifting rubble, taking on coherent shape...a long, spindly form, long limbs
cradling the angular forms of weapons, bloated torso glowing with its own lurid
internal light, distinctive hammerhead turning glaring eyes towards her. ''
She didn’t need any sort of
metaperception to feel the hatred coming off the creature before her.''
She could feel its hate, its hate
of her form, its hate of her species, its hate of her generally and
specifically. It hit her mind like a hammer, the hatred, the desire to see her
and her kind completely exterminated.''
Another being would have been
stunned, shocked, and repulsed by all that focused, limitless, hatred. ''
Ansala was not another being, she
was Skullcrusher. ''
She took that hatred, leaned into
it, wrapped herself in it, wore it like a warm coat. The spiderid hated her,
and in that hatred was the seed of fear, fear of her kind, fear of what she
might do to it and its people. The spiderid was right to fear. Ansala could
feel its psychic attack trigger something within her and she recognized it for
what it was; the cold clarity and dark joy of BattleGhost rising within her,
overwhelming the fascade of rational thought and civilization. She welcomed it
with open mind as she slipped into its divine madness.''
She smiled a hideous predatory
toothsome smile at the creature. As much as it loathed her, she loathed it
back.''
“The feeling is mutual.”
And then the two newfound enemies
were at each other.''
She could feel its mental assault
battering at her as surely as she felt its plasma weapon battering at her body,
and paid them equally no heed. Telepathic stabs at her soul, telekinetic
thrusts at her body, plasma bolts ablating her armor, she paid them no heed as
she raced at the Star Hunter, Bonebreaker in one hand booming out shots, her
Slicerblade shrieking its deathkeen in the other. ''
As she crashed into the Star
Hunter’s telekinetic barrier, felt its psi-blade bite into her body, she saw
and felt her own weapons blast chunks out of the creature’s crystalline body
and carve deep into its innards. The world was screams now; the earth-shaking
hypersonic shrieks of the citykiller outside, the ultrasonic snarls of her
opponent impaled on her blade, her own warcries as her own body was torn up,
the screaming of their weapons as they locked in mortal combat.''
 The Shemarrian Star Nation has spread out across the Three Galaxies, although each tribe has its own claimed territory, many are found in various areas.
=== The Thundercloud Galaxy ===
Currently most of the SSN’s activities are based around the wide open
vistas of the Thundercloud, where there’s space to grow and expand without
constantly running across the other major powers. Currently, the Shemarrians
are exploring/exploiting a region of the Oswoe Arm, spinward of Desslyth’s
Splugorth enclaves, within easy striking distance of their Splugorth enemies,
and within reach across the Annach Gulf of the CCW’s territories.
=== The Anvil Galaxy ===
The second largest concentration of Shemarrians is in the Anvil,
where they have several dozen worlds on the rim regions of what was once the
Golgan Republik. The SSN has made several important allies here, such as the
Central Alliance, and the SSN is quite active in the region. The Shemarrians
see in the uneasy state of affairs of the Splugorth Kingdom of Rynncryyl a
possible opportunity to break the back of one of the Splugorth domains once and
for all (though whether they are ready for its consequences and the ensuing free
for all over the resulting power vacuum remain to be seen). 
=== The Corkscrew Galaxy ===
Limited involvement; the Shemarrian Star Nation has sent only a few
taskforces into the Corkscrew, mainly disguised surveillance and
intelligence-gathering ships and teams, mainly crewed by Ghostriders and
Wayfinders. They have a combination business front/’embassy’, staffed by a
decidedly eccentric lineup of personnel, on Phaseworld, at Center (it is the
lack of an large concentration of their forces in the region that delays the
SSN response to the Infernal attack on Center, forcing their adhoc ‘embassy’ to
fend for itself during those critical days before outside reinforcements can
get in). 
=== Realms Inbetween ===
The Shemarrian Star Nation has dozens of small outposts scattered
in the spaces between the Three Galaxies whereever they can establish
sustainable and strategic colonies. The Hall of Light, the massive space
station used as the regular meeting place of the Shemarrian Tribal Congress, is
located in this region of space.  
=== Northstar Freeway ===
The Shemarrian's version of the Underground Railway, moving large amounts of freed slaves and refugees from Splugorth or other contested areas, or disaster zones to Shemarrian worlds set aside for such purposes, or to other systems within CCW or other friendly powers that are accepting such people.
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