The Core

The Core is a vast region of space which, as of 5016, is governed by five dominant powers: the Confederate Vanguard Union, the Helios Sovereignty, the Omnisphere Imperium, the Starcrest Protectorate, and the Orion Corporate. Combat within the Core heavily utilizes both mechs and mercenaries (commonly referred to as "Metal Mercs"). Space warfare is rare within the Core due to the fact that starship manufacturing technology has been lost over the ages.

The Core Worlds are presided over by the Star Regent from Citadel, the capital planet of the Core. While the five major powers maintain a nominal alliance under the Star Regent's rule, conflicts become less discreet as one ventures toward the fringes of the Core. The alliance between the five powers, known as the Stellar Conclave.

## History of the Core

By 5016 the history of the Core has become vague and accurate details of the past are lacking. The earliest recorded history dates back to the Golden Empire, a kingdom believed to have encompassed the entire Core and been active several thousand years ago. Many stories exist about the Golden Empire though few can be verified. Suffice to say it is believe to be a time of unity and advanced scientific progress across the Core. At some point the Core was invaded and occupied by an outside force known as the Ophidian Supremacy. During the invasion the Golden Empire collapsed and the king or emperor of the empire was lost. The Core existed under the Supremacy's occupation for several generations until the Great Purge. The Great Purge was led by House Caledon and the Empire's remaining vanguard forces, who had been living in exile, and resulted in the complete destruction of the Supremacy. Since that time, House Caledon has held the position of Star Regent, acting to safeguard and maintain unity and peace among the Core Worlds.

## Ruling Family

### Children

Adrian Caledon

The Core Worlds is a region of space that consists of several dozen planets that are generally considered to be the center of civilization in the galaxy. The Core Worlds are divided into several powerful vassal states, including the Confederate Vanguard Union, the Helios Sovereignty, the Omnisphere Imperium, the Starcrest Protectorate, and the Orion Corporate. Each of these factions has its own culture, traditions, and values, and they often compete with one another for power and resources. Despite this competition, the Core Worlds have managed to maintain a degree of stability and cooperation, thanks in part to the efforts of the Star Regent and the Great Council.

At the center of the Core Worlds is Citadel, which is the seat of power for House Caledon, the ruling house of the Core. Citadel itself is the largest world in the Core, with a population of 4.2 billion citizens. Despite not having any other major territories of their own, House Caledon are the undisputed rulers over the Core Worlds and maintains a significant amount of power and influence. The current head of House Caledon is Star Regent Jacob Caledon.

In addition to the vassal states, the Core Worlds are also home to StarCom, which is a largely independent organization that operates within the region. StarCom is involved in a variety of activities, including exploration, trade, and security.

House Caledon’s words are "Heavy Lies the Crown", which serves as a reminder of the weighty responsibilities that come with their position as rulers of the Core Worlds. It suggests that the burden of leadership is great, and that those who hold power must constantly be vigilant and prepared to make difficult decisions in order to maintain stability and protect the interests of their people.

## Faction Background

### Words

"To Know the Future" and "To Know the Future, Trust in StarCom"

Though not formally a state and with no worlds of their own, StarCom is a highly influential and respected power in the Core. StarCom is responsible for the communications and technological needs of the Core, and are involved in everything from organizing interstellar travel to maintaining farming equipment.

Politically, StarCom is a neutral entity with allegiance to House Caledon and the Core. In addition to providing key technological support for the Core, StarCom also operates as an intelligence agency for the Star Regent, and occasionally advises the Regent on matters of governing. StarCom also organizes and maintains all merchant and civilian space travel across the Core, rendering them invaluable to the continued existence of the Core.

Militarily, StarCom maintains a large security force of highly advanced mechs. It also maintains outposts beyond the Core, and is the only Core power to have detailed knowledge of the wider galaxy. As StarCom holds no hostilities towards any Core power its prowess in combat has never been directly observed however, given the advanced and hostile forces found outside the Core, the fact that StarCom can easily maintain a presence in those regions suggests that they are a formidable force on the battlefield.

## Political Relations

### Hostilities

Starcrest Protectorate, Omnisphere Imperium

The Confederate Vanguard Union, an authoritarian and militaristic state situated within the Core Worlds, commands a vast territory that hosts a population of around 14.8 billion residents. Its dominant presence extends across its worlds, with Starhold serving as the heavily fortified capital. It fields the largest military in the Core, a force of almost 350,000 mechs.

#### Territory and Capital

The Confederate Vanguard Union's dominion in the Core Worlds boasts a unique blend of planets, each serving a vital role in the Union's military and political machinery. At its heart lies Starhold, a heavily fortified world pivotal to the Union's military operations. Starhold is a world of stark contrasts, like the Union itself. The landscape is characterized by extreme dualities, with icy tundras in the north and expansive arid deserts in the south. Among the distinctive planets within this powerful state, Fortuna gleams as a beacon of prosperity. This world is adorned with gleaming metropolises, towering skyscrapers, and a population enjoying a high standard of living, largely fueled by extensive mining and manufacturing industries.

The Confederate Vanguard Union's dominion is also marked by starkly contrasting worlds, each playing a unique role. Notably, Freedom serves as a grim testament to the Union's authority, functioning as a harsh prison planet where dangerous criminals and political dissidents are exiled. Life on Freedom is relentless, with inmates battling each other and the planet's deadly fauna for survival. Daxton's Dominion, once an independent world under the rule of a charismatic leader, now stands as a military base and production center, churning out weapons and warships for the Union after being absorbed into the Union's fold. These diverse planets encapsulate the multifaceted nature of the Confederate Vanguard Union, displaying the significant impact they have within the Core Worlds.

#### Ruler and Leadership

The Union is governed by High Minister Victor Hawkins, a distinguished leader hailing from House Hawkins. With a lineage deeply intertwined with the Union's military, House Hawkins has steered the nation through its martial history. Known throughout the Core Worlds as the "Grey Wolf", Victor’s storied moniker originates from his remarkable prowess on the battlefield, where he has time and again demonstrated his effectiveness as a tactician and a fierce fighter. Early in his life, Victor Hawkins played a pivotal role in quelling an uprising that arose across several unified Union planets, an endeavor that ultimately earned him his legendary title. As a military strategist, he leads with exceptional acumen, guiding the Union through the complex web of Core World politics.

Victor Hawkins's lineage is inextricably intertwined with the Union's military history, with House Hawkins being a name synonymous with martial prowess. Standing by his side in the Union's leadership are his tenacious children, each eager to uphold the family's time-honored military tradition. Lieutenant Ryder Hawkins, as spirited as she is skilled, fervently aspires to take the reins of command, yet remains confined to the role of a squad leader, her father withholding larger responsibilities. This restriction breeds frustration in her, leading her to frequently overstep her boundaries in a zealous bid to showcase her capabilities. Ryder's audacity extends beyond her professional life into her social endeavors, where she's widely known for her casual liaisons with lower-ranking soldiers. To her, these dalliances are purely physical, as she finds attachment tiresome. On the other hand, Maximus Hawkins, her brother, embodies patience and a groomed disposition. Serving alongside his sister in her squad, Maximus exudes unwavering loyalty and competency. Like Ryder, he remains untrusted with higher commands, but his consistent dedication and competence in his role are widely acknowledged. Both siblings harbor profound respect for their father, laboring diligently to prove their worth. Ryder's personal shortcomings notwithstanding, her ability is indisputable—she is a beacon of confidence, fearlessness, and capability, with Maximus dutifully serving as her loyal right hand, sharing her remarkable competence and dedication to the Union's cause.

#### Politics and Diplomacy

The Union was once the royal vanguard, during the time of the Golden Empire. It was gifted its independence and the planet of Starhold (along with several others) after it helped House Caledon defeat of the Ophidian Supremacy, an empire which had invaded and occupied the Core in the distant past. The Union's words--"Forged from Victory"--are meant to remind its people of this origin and of its determined spirit. Despite its loyalty to the House Caledon, the Union is difficult to control and has an independent streak. It is quick-tempered and its civilian population is largely armed, which can sometimes lead to volatile situations. While the Union does not have any large open conflict with other states, it does not tolerate any state that gets in its way. It solves problems with guns and battles, and has a reputation for being arrogant and hot-headed.

#### Military and Technology

At the heart of the Union's might is its professional and highly disciplined military force, widely recognized as one of the most effective within the Core Worlds. On the battlefield, the Union relies on versatile mechs equipped with traditional weaponry, including lasers, autoguns, cannons, rockets, and missiles. Unlike their Core Worlds counterparts, the Union's mechs are designed for all-around combat readiness, avoiding specialization in close or long-range warfare. Notably, Union mechs boast efficient cooling systems, ensuring their ability to engage in prolonged battles effectively.

The Union is renowned as the de facto generals of the Core Worlds, credited for their outstanding strategic thinking and coordination capabilities. Their contribution to planning large-scale operations, such as the Great Expedition, exemplifies their pivotal role within the Core.

#### Mercenary Relations

Despite the Union's competitive military culture, it welcomes mercenaries and forges effective alliances with them. Specializing in logistical battlefield support, the Union's contracts grant mercenaries the advantage of fielding numerically superior forces compared to their adversaries. However, it is essential to note that while serving the Union offers battlefield advantages, the pay and salvage rates are somewhat below average. In essence, mercenaries may not amass wealth working for the Union, but they consistently secure numerical superiority on the battlefield.

## Ruling Family

### Ruling House

Aerin (civilian government), Payne (military)

### Children

Elara Aerin, Ravin Aerin, Lex Aerin, Aurora Aerin, Alexander Payne, Torrin Payne, Archer Payne

## Political Relations

### Hostilities

Starcrest Protectorate, Orion Corporate

Ruled by the cousin-houses Aerin and Payne from the capital planet Lumina, the Helios Sovereignty is the wealthiest state in the Core, its influence resonating like the sun's radiance across the realm. The Sovereignty is known for its opulent lifestyles and excess, and is also the esteemed patron of the Crown, reaping benefits from its close ties to House Caledon. Their emblem, a golden sun upon a crimson backdrop, embodies their ethos: "Wealth is Power".

#### Territory and Capital

The Helios Sovereignty's dominion spans a realm of opulence and power, characterized by a sprawling populace of 9.7 billion citizens and an imposing military force boasting over 270,000 advanced mechs. The state is home to many of the richest families in the Core. Across their planets, a common thread of wealth and extravagance weaves through the tapestry of their holdings.

At the heart of their empire lies Lumina, a planet that encapsulates the very essence of the Sovereignty's opulence. Ornate cities, opulent architecture, and extravagant displays of wealth define its landscape, and it is home to some of the wealthiest families in the Core. From lush forests to idyllic beaches, Lumina's tropical climate creates a picturesque environment. Diverse holdings, such as mineral-rich New Tarsis and the temperate retreat of Eridanius IV, exemplify the Sovereignty's multifaceted dominion, while training facilities on Arcadia and resource-rich Haven underline their readiness and self-sufficiency. These planets, among others, are vital cogs in the Sovereignty's economic and military machinery, reflecting a grandeur that defines the core of their power.

#### Ruler and Leadership

The Sovereignty leadership is a shared position between the House Aerin Archon as head of state and the House Payne Archduke as supreme military commander. This unique bond between two houses of distinction forms the Sovereignty's bedrock.

At the helm of House Aerin stands Archon Alissa Aerin. Disguised within her beauty and kindness belies her formidable political acumen—an artistry that those who underestimated her have ruefully come to respect. In stark contrast, the Payne lineage displays no facade of gentleness. Archduke Arthur Payne is the head of House Payne. A harsh man, Arthur is known for his draconian leadership style. In recent years he has taken measures to address the command issues in the military and has made progress in pulling the Sovereignty out of a period of decline brought on by years of nepotism, favoritism, and complacency. Despite being viewed by some as a tyrant, Payne’s efforts and reforms have led to significant improvements in the Sovereignty’s military.

Within the House of Aerin, are Alissa’s children: Elara, Ravin, Lex, and Aurora. Elara is next in line to rule House Aerin, and embodies her mother's grace, intelligence, and capability, though grapples with her own uncertainties, fearing that when the time comes she may not measure up to her mother’s legacy. Ravin is a deft diplomat and administrator who often keeps the wheels of governance turning within the Sovereignty. Lex is a more impulsive individual, often eliciting exasperation  from her family with her sometimes poorly considered actions. Yet she harbors a determination to serve her family and establish her role in the government. Meanwhile, Aurora, the youngest sister, shuns the political spotlight, opting instead to harbor aspirations of marrying and embracing the life of a socialite.

Within House Payne we find the Payne sons—Alexander, Torrin, and Archer. Alexander is a manifestation of his father's stern resolve. Harsh and unforgiving, he does not tolerate fools or mistakes, and he commands an intensely loyal battalion of forces within the military. His brother Torrin is not a fighter or warrior, but an intellectual, who wields words as deftly as a blade. Lastly, there is Archer, who thrives on the battlefield's camaraderie, forming unique bonds with common soldiers—much to the chagrin of his father and elder brother Alexander, who both deem such interactions as beneath the esteemed Payne name.

While the Sovereignty's wealth and power are undeniable, their reputation for excess and political maneuverings considered "dishonorable" by some triggers suspicion among many in the Core. Case in point, a rivalry with the Starcrest Protectorate, stemming from their differing approaches and ideologies, stirs tensions that ripple through the region. Amidst this tapestry of ambition and grandeur, the Helios Sovereignty casts an enchanting glow, yet one that elicits wary glances from the Core's vigilant denizens.

#### Politics and Diplomacy

Despite their formidable military and boundless wealth, the Helios Sovereignty is viewed with suspicion by some of the other Core powers. Their reputation for excess and perceived "dishonorable" tactics fuels this suspicion. In particular, the Starcrest Protectorate regards the Sovereignty as manipulative and dishonorable, viewing them as a potential threat to regional stability. This long-held rivalry between the two powers casts a long shadow across the Core.

#### Military and Technology

The Helios Sovereignty's military might stands as a testament to its wealth and power. Well-equipped and sophisticated, their military is notorious for its preference for calculated, long-range combat. The Sovereignty's mechs are often equipped with an abundance of missile launchers and Magnetically Accelerated Cannons (MAC guns). These weapons are known for their exorbitant cost, which is why they're used sparingly or not at all by other houses. The Sovereignty's relentless focus on long-range weaponry makes them formidable opponents, allowing them to engage enemies from afar, often securing victories with minimal damage to their own mechs.

However, the Sovereignty military has been plagued by issues of favoritism and nepotism within its officer ranks, sometimes resulting in questionable tactical decisions. Despite these challenges, the sheer wealth and power of the Sovereignty ensure that it boasts one of the largest and most well-equipped militaries in the Core. Their mechs are somewhat more compact compared to those of other houses, enabling them to deploy marginally larger forces than would otherwise be allowed. Nevertheless, the Sovereignty frowns upon the organization of mercenary transport, often requiring mercenaries to bear their own deployment fees.

The Sovereignty's military prowess hinges on expensive and advanced weaponry, designed for calculated long-range engagements. They're known for their emphasis on missile launchers and MAC guns, with the Sovereignty being the sole house to use these Magnetically Accelerated Cannons. Additionally, they use Long-Range variants of the High Energy Cannon, which provide extended range at the cost of generating more heat. This cutting-edge technology grants the Sovereignty a unique advantage, enabling them to unleash devastating long-range attacks before the enemy has an opportunity to retaliate.

Jump jets are another distinguishing feature of Sovereignty mechs, enhancing their maneuverability over rough terrain and providing tactical advantages during engagements. Sovereignty mechs are also more compactly designed than those of other houses, making them easier to transport and deploy, granting mercenaries a small tactical advantage in the field.

#### Mercenary Relations

Mercenaries aligned with the Sovereignty are offered lucrative contracts, yet the responsibility of covering deployment expenses falls on their shoulders. This adaptable arrangement empowers mercenaries to economize on chosen deployments, reducing deployments on lighter missions and keeping more profits for themselves, though extended missions can lead to rising costs. When costs do exceed expectations, the Sovereignty, in their characteristic style, dismisses any discussion about these logistical details. A common adage among mercenaries regarding the Sovereignty is "Beware the Golden Hand." While they might shower mercs with wealth to secure their contract, managing the intricacies of battlefield logistics remains solely the mercenary's duty. Should costs exceed initial estimates, there is no recourse. In the Sovereignty's own words, "we do not renegotiate."

## Faction Background

### AKA

The Imperium, the Dragon Riders, the Snakes

## Ruling Family

### Children

Takarion Lytherius, Valtorian Lytherius, Sylara Lytherius, Rythor Lytherius

## Political Relations

### Hostilities

Orion Corporate, Confederate Vanguard Union

The Omnisphere Imperium is the oldest state in the Core Worlds, having stood for over two thousand years, and is the only surviving power from the Golden Empire. The Imperium is known for its emphasis on honor, duty, and perfection in all endeavors. The Imperium places great value on the arts, and many of its citizens are skilled artists in addition to being fierce warriors. The Imperium's motto, "Fierce Beauty," reflects this focus on the union of beauty and strength.

#### Territory and Capital

The Imperium houses a population of 10.3 billion citizens and commands a formidable military force composed of 220,000 mechs. Leading this storied realm is Imperator. The capital of the Omnisphere Imperium is Celestia Prime. Known in the Core as the "Jewel of the Empire", the planet's terrain is diverse, with towering mountains, sprawling forests, and vast oceans. The planet's economy thrives on both advanced technology and traditionally-inspired art. The planet is also home to advanced military facilities.

#### Ruler and Leadership

Ruled by the esteemed House Lytherius from the illustrious capital world of Celestia Prime, the Omnisphere Imperium stands as the oldest surviving bastion of power within the Core Worlds. Its current leader is Imperator Jada Lytherius, a wise and stoic individual, respected for her careful and thoughtful actions. Aligning with its leader, the Imperium as a whole is politically calculated, preferring to take a measured and thoughtful approach to threats and challenges. They are slow to react when provoked, but are always prepared to defend themselves when necessary.

Within the Imperium, leaders traditionally opt for consorts over marriage to preserve the family lineage. Imperator Jada Lytherius follows this custom, having four children with at least two separate regional leaders from within the Imperium. These fathers maintain minimal contact with their offspring, as the Lytherians have long held the belief that their children belong to the Imperium itself. Thus, the only familial bonds these children hold are with their mother.

Among Jada's progeny, Takarion and Valtorian, her two eldest sons, distinguish themselves as formidable tacticians, exhibiting a balance of thoughtfulness and stern resolve. Both serve as the Imperium's esteemed top commanders, embodying discipline, skill, and the respect of their peers. Sylara, Jada's daughter, departs from her family's military focus, excelling as a diplomatic prodigy. She relentlessly seeks peaceful solutions, often causing friction with her more warrior-oriented family members. Sylara's idealism navigates a fine line between her perception of moral duty and the practical realities of Core politics. The youngest, Rythor, deviates from the traditional path, finding joy in the thrill of combat as he refines his mech combat skills.

#### Politics and Diplomacy

The Imperium employs a deliberate and cautious political approach, emphasizing thoughtful responses to threats and challenges rather than hasty reactions. When provoked, however, the Imperium responds with calculated resolve and formidable force, displaying their unwavering commitment to defense. They maintain strained relations with neighboring powers, particularly the Orion Corporate and the Confederate Vanguard Union. The Corporate views the Imperium as a traditional and outdated state that clings to impractical traditions. In contrast, the Union regards the Imperium as a military contender, fearing the superior armed forces of the Imperium might eclipse its own claim to military supremacy. In contrast, the Imperium enjoys relatively harmonious relations with the Starcrest Protectorate, as both share a common foundation rooted in honor and duty as foundational values.

#### Military and Technology

Imperium mechs possess a distinctive non-humanoid, serpentine style, leading to their moniker as "the Dragon Riders." Their battlefield tactics gravitate towards agility and speed. Omnisphere Imperium's mechs, although lightly armored, are incredibly swift, executing swift hit-and-run tactics with precision. Their signature technology, the advanced arcanite engines, grants these mechs above-average speeds within their weight class, enabling a tactical edge during engagements.

An exceptional combat tactic they employ is the use of Blasters, a burst damage laser weaponry. These Blasters accumulate and store multiple charges, discharging them simultaneously during an attack, delivering a devastating opening volley that can be two or three times more potent than conventional lasers. While effective in prolonged battles, Blasters shine in initiating combat with overwhelming firepower, followed by a tactical retreat to recharge before re-engaging.

In addition to Blasters, Imperium mechs often integrate High Energy Cannons and Torchers into their arsenal, emphasizing heat damage. This unique approach causes foes to grapple with overheating issues, leading to internal damage and mobility constraints. The Imperium exploits this advantage in mobility, making them formidable opponents, capable of ambushing and striking with precision before retreating beyond engagement range.

#### Mercenary Relations

Mercenaries will find the Imperium a difficult house to work for initially, as the Imperium does not believe in rewards without trust. It is not uncommon for mercenaries to struggle financially as they work to gain the trust of the Imperium. However, those who do gain the trust and respect of the Imperium will find them to be one of the most generous employers in the Core. As a result, those mercenaries who do work for the Imperium are often fiercely loyal to their cause.

## Faction Background

### Notable Families

Kael, Jorvik, Valtair, Locke, Arcturus, Erikk, Magnusson, Gunderson, Zarek, Lokken, Kaelis, Jovander

## Ruling Family

### Children

Korvan Konnen, Rhendal Konnen, Kaelar Konnen

## Political Relations

### Hostilities

Helios Sovereignty, Confederate Vanguard Union

"Smoke and Steel." These are the words of the Starcrest Protectorate, encapsulating its dual essence of martial prowess and relentless industry. These words conjure images of smoke billowing from the mighty forges and factories and the rhythmic clang of steel upon steel, as armies, weapons, and armor are meticulously crafted and perfected.

#### Territory and Capital

Khorhall, the stark and frigid capital planet of the Starcrest Protectorate, stands in stark contrast to most Core planets. While the Core planets typically range from 0.97 to 1.03 times standard gravity, Khorhall boasts over 1.1 times standard gravity, coupled with a dense atmosphere. The extreme conditions present on Khorhall pose significant challenges for visitors, yet those who grow up on this world develop denser bones, stronger muscles, and unwavering endurance. This unique environment contributes to the Protectorate's reputation for nurturing fierce and hardened warriors.

The high gravity on Khorhall serves as a natural defense, dissuading would-be invaders who face daunting logistical obstacles when contemplating an assault on this unrelenting planet. Moreover, the planet's intense gravity facilitates the efficient manufacturing of exceptionally dense armors, vital in the construction of the Protectorate's colossal oversized mechs. These elements collectively affirm the Starcrest Protectorate's stature as martial juggernauts.

Beyond Khorhall, the Protectorate stands as the largest state in the Core, covering nearly half of Core space. Notably, many planets within its jurisdiction are renowned for their harsh and extreme environments, embodying scarcity and desolation. With a relatively modest population of 7.2 billion inhabitants spread across a dozen colonies, the Protectorate presents a stark contrast to its Core contemporaries. Despite this modest populace, the Starcrest Protectorate boasts the Core's second-largest military force, fielding an impressive 288,000 formidable mechs.

#### Ruler and Leadership

House Konnen, symbolized by a sparking Thor's hammer against a circular blue backdrop, governs the Starcrest Protectorate. The Protectorate's primary domains rest within mining and industry, further establishing its inhabitants' legacy of unwavering dedication and industriousness. Leading this honor-bound realm is Herzog Riker Konnen, a man of unshakable integrity and forthright leadership style, deeply revered within the Protectorate. Riker's reputation extends beyond politics as a mighty warrior and principled leader. However, Riker's heart and prowess truly lie on the battlefield, rather than in the realm of political intrigue. Nonetheless, his position demands a precarious equilibrium between these two domains.

Riker's son and designated heir, Korvan, affectionately known as "Van," embodies humility and approachability. While possessing a natural talent for tactical command and combat, he grapples with the weight of expectations and the perceptions others hold of him. Despite his adeptness in combat, Van's reputation as a subpar mechjock compels him to redirect his focus toward refining his hand-to-hand combat skills, often seeking solace and training in the frigid courtyards of the Khorhall master keep.

Within the Konnen family, Van's sisters, Rhendal and Kaelar, shine as skilled mech pilots who proudly serve in the esteemed Stormguard, the elite of the Protectorate's forces. Rhendal, in particular, passionately champions justice and has been known to question and challenge her superiors when the innocent face peril. Her unwavering commitment to her principles instigates tensions within the Protectorate's hierarchy as she navigates the delicate balance between loyalty and moral duty.

In essence, House Konnen paints a portrait of unyielding honor, principled leadership, and an unwavering commitment to justice. Many regard them as the steadfast guardians of honor in the Core, crafting a legacy marked by humility, strength, and the unswerving pursuit of noble ideals within an intricate and challenging universe.

#### Politics and Diplomacy

The Starcrest Protectorate maintains an amicable relationship with the Omnisphere Imperium, based on shared values of honor and duty. However, relations with neighboring powers, the Helios Sovereignty and the Confederate Vanguard Union, remain far from harmonious. While tensions with the Union persist due to mutual aspirations for military dominance along the border, the relationship with the Sovereignty is distinctly strained. The Sovereignty's patronizing attitude toward the economically challenged Protectorate triggers a defensive response among many Protectorate citizens, further exacerbated by the Sovereignty's involvement in political machinations—an aspect viewed as dishonorable by the Protectorate. This cultural divide fuels a profound distrust bordering on animosity, resulting in frequent clashes and enduring grudges between these two powers.

#### Military and Technology

Remarkably, the Protectorate, despite being the Core's most economically challenged entity, thrives by relying on its formidable arsenal of heavy, low-tech mechs. These mechs surpass both the size and weight of those fielded by any other Core powers. Most houses deploy mechs in the range of 200 to 1000 tons, but the Protectorate insists on nothing less than 400 tons. Its colossal flagship mech, the Ragnarok, dwarfs all, weighing a staggering 1200 tons—a monumental testament to their martial might.

Protectorate technology revolves around the use of large, oversized mechs, designed for unparalleled durability rather than speed. To compensate for their typically below-average speeds, the Protectorate relies on primitive yet effective SmokeShot weapons. These launch smokeburst grenades onto the battlefield during engagements, generating thick, obscuring clouds of smoke that disrupt enemy radar and visibility. This low-tech approach to stealth proves highly effective, neutralizing long-range weapon advantages and frequently compelling adversaries into close-quarters combat.

In close-range combat, Protectorate mechs deploy another unique technology: rocket-booster battle fists, delivering devastating melee strikes. This simplified system lacks the ability to leap over terrain, eliminating the need for complex guidance computers. Instead, when Protectorate mechs close in on their adversaries, the jets propel them to incredible speeds as they collide with opposing mechs, smashing their ultra-dense battle fists into their foes with incredible force. Despite its low-tech nature, these battle fists can often rival the destructive force of a Vulkan cannon.

Regarding other weaponry, the Protectorate relies on cost-effective ballistic armaments like Autoguns, Cannons, as well as standard weapons like Lasers and Rockets. Notably, the Protectorate employs a heavier version of the High Energy Cannon (HEC) compared to most other houses, boasting a 50% increase in damage output over both the standard HEC and the Sovereignty's Long-Range HEC. Yet, their armaments maintain a focus on simplicity, reflecting the Protectorate's doctrine that combat need not be overly intricate. As they say in the Protectorate, "Hit 'em hard, and put 'em down."

#### Mercenary Relations

Mercenaries collaborating with the Protectorate will find them to be fair and honorable in their agreements. However, the Protectorate is not a wealthy house, reflecting in their contracts that tend to offer modest compensation. While they are willing to pay for successfully completed missions, advance pay and bonus rewards upon mission conclusion are usually limited. To counterbalance these financial constraints, the Protectorate consistently offers reasonable salvage rights. Their proficiency in deploying heavy forces into battle, even exceeding weight limits in their contracts, frequently enables