TOCR-6

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==The Brotherhood Of The Blood - The Outer Colonies Region==
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Not so much a secret society, but more of a way of remembering the past, the term Of The Blood is used to describe someone who is descended from the survivors of Clan Wolverine or those born of the Iron Wombs, bred from the stockpile of genetic material they brought with them. While those with only a tenuous connection may see little point is such a distinction, others with a closer bond to the original 331st Royal BattleMech Division take a certain amount of pride in the fact that their very existence is living proof that the followers of Nicholas Kerensky are not as perfect as they imagined themselves. Even knowing that their lives would be threatened should the Clans ever discover the Outer Colonies, they are known to proudly ware the symbols of both the 331st and Clan Wolverine. Some chose to do so through extensive and intricate tattoos, but the more common is an easily recognized signet ring: the band is made up of interwoven gold and silver bands to represent the double-helix of DNA, while the face represents the insignia of Clan Wolverine.Most rings are simple enamel, but some use onyx for the head, amber for the background, platinum for the slashed claw marks and a small diamond to pick out the eye. Such rings are rare heirlooms, often passed down from parent to first-born, cementing the link to the past.While the so-called Brotherhood Of The Blood has no official standing, organization or power, it does exert a great deal of power behind the scenes, especially on Rorke's Drift and within the Outer Colonies Defense Force. Many have pointed to unusual patterns of advancement or deployment to those Of The Blood, much as someone of noble birth might find their way opened by family and friends in the Great Houses of the Inner Sphere. Such an act is officially frowned upon, but given the higher than average number of Rorke's Drift citizens within the OCDF, more often than not a blind eye is turned to all but the most blatant acts of favoritism, and those who are unable to back up their position with ability are quickly moved to less glamorous positions, where they are unlikely to openly embarrass the rest of the Brotherhood.
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===The Ministry of Intelligence===
;Overview: Popularly known as "The All-Seeing Eye", the Ministry of Intelligence is responsible for the internal and external security of the Outer Colonies. Its powers are widespread and unparalleled, making its directors among the most powerful people in the Outer Colonies. All the plots and counter-plots, all the words whispered and knives in the dark are their to unravel and employ
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; The Shamrock:The Ministry of Intelligence is split into three sub divisions:The Security Service is responsible for counter-intelligence and internal security. Security Service agents control all security activity within the Outer Colonies, as well as hunting down and dealing with any outside agents. They work closely with local authorities and the Colonial Marshals to maintain the integrity of our boarders. They also operate GCHQ, the electronic intelligence sub-division dedicated to intercepting and cracking encrypted communications of suspicious nature or origins.The Secret Intelligence Service is responsible for external security. They have further reaching powers than the Security Service, but are officially prohibited from working inside the Outer Colonies. SIS has agents on several independent Periphery worlds and within local pirate bands and the armies of several would-be War Lords.The Special Operations Executive (SOE) is the ministries paramilitary arm, and operates special forces units across the Outer Colonies. Often called in to deal with terrorist or criminal situations that have supersede the ability of local law enforcement to handle, they are well versed in everything from clandestine assassination to hostage rescue.
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;Deep Midnight's Voice:Unofficially, off the books and unaccountable to anyone except themselves, Deep Midnight's Voice is a secret society buried deep within the Ministry of Intelligence, the Outer Colonies Defense Force, the Colonial Marshals and a dozen other organizations and agencies. They consider themselves to be the last line of defense between the Outer Colonies and the anarchy that followed the fall of the Star League. Not just a black operation or rogue element, Deep Midnight's Voice has been tentatively liked to the suspicious deaths of several people down the years, including at least two members of the Council of Eleven. While they consider themselves loyal to the Outer Colonies, they reject political oversight, as they consider elected politicians to be untrustworthy due to the fact that they have to pander to the electorate, and have been known to unveil state secrets to win votes. Free from scrutiny, they feel free to do anything and everything they deem necessary to protect and defend the Outer Colonies and do so with a cool, calm professionalism that would make most peoples' skin crawl if they ever heard of it.Aside from the usual cloak-and-dagger theatrics, Deep Midnight's Voice as also gained a reputation for being beyond human. There are stories about how they operated, how they can become part of the shadows to the point that they are totally undetectable. Some say that they have access to ultra-advanced Star League era technology, decades beyond anything anyone else has. Others say that they practice the mystic arts and performed strange rituals that could make a ship jump into hyperspace, never to be seen again. While many scoff at such superstitious nonsense, if anyone could wield such powers, it would be Deep Midnight's Voice. They remain an ultra-select, total volunteer organization that you can only join by invitation and leave only by death.
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