Near Space

*Near Space is the region of the galaxy primarily inhabited by humanity and contains the former worlds of the Old Empire that were previously conquered by the mysterious Old Ones, the ancestors of the modern human race. Near Space is the largest and currently most powerful political entity in the galaxy, consisting of hundreds of thousands of human-settled worlds dispersed across the region and countless trillions of people. Near Space is the central hub of trade and technological advancement for humanity. Containing some of the first worlds to be colonized during the Golden Age, it is the most ancient and densely populated region of human colonized space by far. The populations of these planets are so great that the people live in truly immense, self-contained, many-layered structures, each housing billions of individuals. Referred to as the "Inner Colonies" by the Old Empire, the peoples who live upon these worlds are much closer to their ancestors in appearance and physiology than their cousins in Phyrr Space.*

*Still they are not completely identical, having been affected by the emergence of arcane energies, though to a lesser extent. However, the inhabitants of these worlds are the most numerous of humanity's descendants, and the most fractious, as well. Constantly bickering among themselves for reasons of ideology or religion. Or venturing into Phyrr Space to wage war on their distant cousins for one reason or another, with many seeing the races of that region of space as no different than monsters or hostile aliens. Slavery is widely practiced among many human civilizations and the enslavement of entire populations is not unheard of. Near Space is a place where you are but one amongst billions and, no matter how heroic your death, you will not be missed. A truly vast domain, Near Space is spread amongst the many stars of the galaxy. Its territories encompass millions of planets and countless more human lives. Within its confines, terrible wars are fought and desperate sacrifices made, yet even this river of carnage and blood is a small price to pay, for Near Space is a bastion of relative safety for mankind.*

*Were it to pass into nothingness, so too would the human race, destroyed by countless terrifying enemies. Many of whom's existence the humans of Near Space are completely ignorant of. The realms of Near Space is made up of various war-torn stellar empires, many of them teetering on the brink of collapse. Unsurprisingly, humanity is not solely represented by one army. Instead, humanity is divided into a multitude of armies, either working for or against the overall interests of Humanity in its attempts to retain control over the galaxy and survive unscathed in an incredibly hostile universe. These factions are generally self-sufficient in terms of food-supply and have varying manufacturing, technological and industrial capabilities. The different nations of Near Space are rarely allied, and although relations between the different states generally tend to be cordial, they have been known to go to war against each other. For centuries these nations have alternately traded and made war on each other, uniting only to face an external threat, then squabbling and turning on each other when the threat had passed.*

*Many wars are fought that serve no purpose other than to advance the petty and greedy ambition of the rich and the few. Some nations preserve a great divide due to plain old-fashioned habit. While there are political rivalries over things like trade and resources, which can provide a great source of wealth for the inhabitants, the near-constant threats posed to the nations of Near Space make working together an occasional necessity. Near Space has been invaded many times over the years by terrifying enemies: relentless Orog hordes, demonic incursions, large scale raids by techno barbarians and alien monsters from Faar Space have all threatened to destroy one or all of the nations of Near Space. However, human lives are relatively short, and over the generations the memories of these events fade into myth and legend, and they become nothing more than stories to scare children with at bedtime. The history of Near Space is not a peaceful one, and it has encountered many warlike species.*

*The dangers faced outside of Near Space prevents all but the most adventurous and foolhardy from venturing out into the wider galaxy. Generally, the vast majority of the settled population within Near Space knows little, if anything at all, about the galaxy beyond the worlds that they call home. Blissfully ignorant of the unimaginable horrors patiently lying in wait. However, due to the ever growing dangers of the galaxy, much of the frontier of Near Space is very well defended with numerous military outpost and fortresses. These fortresses and the worlds they are built upon serve as a bastion of defense against the innumerable threats to Near Space. Being located upon the few warp routes in and out of Near Space, the worlds of these regions are extremely well-defended, being little more than massive military installations. The populations of these worlds and their economies are nearly entirely geared towards meeting the demands of defense, producing vast amounts of weapons and munitions for their considerable military's.*

*Most of the frontier worlds were established for the sole purpose of acting as military strongholds, staging points, and physical deterrents and the people living upon them are usually the descendants of armies who were stationed upon that particular planet hundreds or possibly thousands of years ago. Soldiers from these fringe worlds have been raised to serve in war, and by the time they reach maturity, they are well-versed in the arts of war. Each has been long trained to destroy the enemies of Humanity, particularly those whose threat may have forced their world to be fortified in the first place. The peoples of the frontier are disciplined, honorable, loyal, and with the highest regard for integrity, and most are a proficient combatant. It is among the inhabitants of such worlds that knowledge of the existence of Star Spawn and demons is not simply myth and legend, for they have most likely met these enemies face to face. Whenever a strange new foe comes forth to strike at Humanity from the darkness of the unknown, it is the people of the frontier worlds who are the first line of defense.*

*Many times an invading alien force or a marauding techno barbarian army will find itself checked when attempting to overtake these fortified worlds and their battle hardened inhabitants. Even without the presence of these garrison worlds, Near Space is one of the most heavily defended regions in the galaxy. Many worlds are protected by nigh-impenetrable networks of orbital defenses and battle stations. The various interstellar naval fleets of the major space faring factions stand ever vigilant against pirate raids and enemy invasion.*

## *Major Factions of Near Space*

* ***Seheron Union:***

***Throneworld - Seheron***

***Controlled Worlds - 54,000***

***Classification - Baseline Human***

*The government type of the Seheron Union is a Constitutional Monarchy and contains a wide variety of peoples spread across many star systems. The people of Seheron are made up of 900 major ethnic groups and each one has a voice within the government. Seheron worlds are known throughout human dominated space for their religious and cultural tolerance and is home to many highly populated transit hubs. The Seheron Union is a major economic power within and somewhat outside of Near Space. It is central in politics, religion and military matters in the outer systems, having influence even among the Borderworlds, which houses a significant Seheron population, and limited diplo,atic relations with at least two Star Spawn races and one Demihuman faction, having fought alongside them in centuries past and claims to share genealogical ancestry with them. This has its downsides, of course, as their wealth draws the attention of many rival factions and pirates. As a result, Seheron has fought several major territorial disputes and even fended off major invasions from its neighbors within the last few hundred years. Due to centuries of near continuous wars and a keen awareness of the threats which plague the outer systems, they have a strong police and military force. Fleets of warships patrol their territory, approaching and firing upon any ship that doesn't have clearance. Officers patrol the streets of major cities on the worlds they control in constant rotations. Most of their fortress cities are equipped with anti-aircraft cannons used to attack any invading force. Throughout their interplanetary history the Seheron military forces have managed to repel all hostile alien forces they've encountered. Their massive exploration campaigns have charted and colonized a recorded 300 new worlds within the last two hundred years, and through the use of the Seheron Outpost Network, that number continues to grow. They have charted more space than any other culture and their star maps are the universal standard across most of Near Space. The Seherons are a deeply spiritual, and highly ritualistic people, practicing many strange religions, venerating countless gods, and celebrating innumerable religious holidays. They also have the most lax view of Star Spawn and Demihumans when compared to other Near Space factions and fosters positive relations when possible.*

* ***Dragmir Empyre:***

***Throneworld - Dragmir***

***Controlled Worlds - 44,000***

***Classification - Baseline Human***

*The Dragmir Empyre developed from a fleet of human settlers who colonized a temperate, resource-rich world within Near Space at an unknown point after "The Fall". For decades commercial and industrial effort went into the conquest and development of the planet. Once the planet was largely colonized and controlled, a more or less inevitable event occurred: planet-wide military conflict at a technological level that might have led to total extermination of life. The ruling class were wise enough to pull back from the brink of this collective suicide. The dominant force at the end of the war, known as the  Dragmir Empyre, imposed its will across the entirety of the planet through a mixture of rebuilding loans, military threats, and moral persuasion. The  Dragmir Empyre of the modern age is composed of three main elements: the Empera, the Assembly of Nobles, and the military. While technically, the Dragmir Empyre is a monarchy, with the Empera managing the overall direction of the empire, the day-to-day management of star systems is left to various powerful Nobles or Lords. Designated by the Empera to manage certain systems, these aristocratic families work hand in hand with the Imperial bureaucracy but are also left to pursue their own profit. In return, they are expected to send a portion of their earnings back to the empire. With this somewhat decentralized setup, a certain level of regional autonomy is inevitable, and the various feudal star system governors often cut corners when they can get away with it. That said, the central empire is far from powerless. Should a Noble stop paying their dues or become too obstinate, the Imperial fleets stand ready to remind the wayward aristocrat of their obligations. In this way, it is their military which wields most of the power, although they are loyal to the Empera. It is the Imperial Fleet which is used as a security force, a symbol of unity, and a weapon with which to strike the Emperor's foes, all at the same time. The Dragmir Empyre's society is oriented towards creating ever more powerful machines of conquest and control. The reasoning is that, within a given arm of the galaxy, viable planets and available resources are limited. If the Dragmir don't seize them another faction will, thereby gaining the upper hand and putting the future of their great empire at risk.*

* ***Brotherhood of Zodd:***

***Throneworld - Zodd***

***Controlled Worlds - 24,000***

***Classification - Baseline Human***

*A powerful empire ruled by a single all powerful leader that possesses advanced technology. It was once a small and frail faction. Its people were facing hunger, sickness, neighboring attacks, and living in constant fear. However after discovering a cache of Golden Age technology on their home world, they used this knowledge to rebuild themselves into one of the most respected and feared factions. Zodd now exists as a techno-religious cult. They believe in the purity and inherent superiority of their particular breed of humanity and wish to achieve further "perfection" through both scientific means and sorcery. Their culture has grown militaristic and adheres to a philosophy that deems Humanity as something to be surpassed. In service of this aim, they engage in extensive genetic modification and eugenic breeding programs to turn themselves into super-soldiers. This faction infuses demonic energies into their weapons and technology, making them more dangerous. They do not hesitate to execute those who are not born up to standards or who sympathize with enemy factions. Often vicious and cold-hearted, they tend to zealously support any causes that will strengthen their race, regardless of cost. Zodd enforces a policy of oppression against all those who are considered 'inferior' which includes people of different races, and ideological opponents. They only recruit men of "pure" Zodd descent and utilize frequent mass executions of those who do not meet their standards. Anybody that has even the slightest deformity are considered a lower race. The leadership of Zodd imposes the belief that the Zodd race is superior, creating not only intense distrust, but also an expanding hatred of any other factions. They think of themselves as a Master Race, who should be ruling the perceived "lesser" races. Zodd military corps are superior to the forces of most other factions, their army consisting of highly trained men with advanced equipment, and often utilize high level dark magic while in the field, raining fire down upon their enemies. When deployed into the field as a combat force, they choose aggressive and swift, hard strikes against the enemy, and favor plasma weaponry. Of all the misguided races of mankind inhabiting the galaxy, the Brotherhood of Zodd is by far the most likely to bring about galactic Armageddon.*

* ***Primus Federation:***

***Throneworld - Prime***

***Controlled Worlds - 10,000***

***Classification - Transhuman***

*The Primus are a mysterious race of extremely technologically advanced Humans that have lain dormant in their massive stasis-worlds for more than 70 thousand standard years and who are the children of the remaining Old Ones from myth. They have slumbered through the eons, waiting for the galaxy to heal from the wounds of a long and bloody war. Now, after untold millennia of dormancy, a great purpose begins. After having slept for so long the Primus are, at long last, finally beginning to awaken from their hidden Stasis Worlds, for the galaxy they once dominated is ripe for conquest and the restoration of the Old Empire. This faction considers itself to be the beacon of light in the post-apocalyptic galaxy and hopes to one day unify humanity as a singular force once again. Yet it is no small task, for the Primus are awakening from their Stasis Worlds to find the galaxy much changed. It is now a place of strange wonders and terrifying monsters. Despite this, soon after the Primus began to embark on a massive interstellar diplomatic effort, visiting other far-flung worlds across the stars. The Primus claim to be a peaceful race when possible, asking if others will join their cause voluntarily instead of fighting. However, if their peaceful overtures are refused, the Primus may well decide to conquer a planet and add it to their growing interstellar empire. Their military is composed of professional soldiers who are the best trained, best equipped, and most disciplined fighting force in Near Space. Each and every one of them is equipped with a suit of hi-tech battle armor packed with sophisticated electronics, and armed with extremely advanced weaponry. Due to the Primus taking up a peacekeeping role in the wider galaxy, the Terran fleet is so far the most advanced in Near Space. Unlike their distant descendants whose technology has begun to stagnate, the Primus have made many remarkable leaps in technological advancement and represent a major threat to their rivals within the region of Near Space. Powerful and imposing, the Primus possesses a high level of technology that puts them leagues above all other factions. Many worlds have surrendered outright, choosing to join them willingly rather than fight a costly and ultimately futile conflict against such a blatantly superior enemy.*

* ***Rynn Worlds:***

***Homeworld - Rynn***

***Controlled Worlds - 48,000***

***Classification - Baseline Human***

*The Rynn are a number of technologically advanced, closely related peoples divided into numerous kingdoms and dynasties. Many Rynnec peoples are openly hostile with other groups and have been locked in an endless cycle of civil wars for generations. Nonetheless, the Rynn generally consider themselves as one larger culture, an attitude not unjustified given that nearly all Rynn speak different dialects of the same language and share a common history together. Perhaps more importantly, the Rynn were once one race before fracturing, having ruled a vast interstellar empire in ages past. For these reasons and others, the Rynn are often considered as though they are one race, except when stated otherwise by the more fractious kingdoms among them. The Rynn generally organize their society along firm and hierarchical traditions. Enclaves and large colony worlds are typically run by members of an esteemed nobility, some of whom can trace their ancestry many thousands of years to the original empire. A Rynnec monarch typically accumulates influence through the ownership of vast territory or command of soldiers, as well as commanding authority through the prestige of their family name or the psychic power they possess, a power they often demonstrate through the grandeur of their technology. Culturally, Rynn prefer to keep to themselves. Those who live upon foreign worlds among the other races often do so as spies or scouts on the behalf of their people, or perhaps as watchmen against possible threats. Rynn opinions on races outside of their own are strained. The Rynn can be incredibly prejudiced, to the point of many Rynn objecting to speaking in any language other than their own or even to speaking with members of other races at all. Of all the races in the galaxy, however, the one that the Rynn hold the most open hatred for are the Dushkaari. Due in part to suffering countless generations of raiding and pillaging at the hands of these Homunculus, the Rynn view the Dushkaari as a blasphemy incarnate and make a policy of killing any Dushkaari they might meet on sight. So deep is this contempt for the Dushkaari that rumors of an attempted incursion into Rynnec space can be enough to cause rival dynasties that have been at war for decades to end all hostilities and unite against their hated foe.*

* ***League of Independent Worlds:***

***Throneworld - N/A***

***Controlled Worlds - 33,000***

***Classification - Baseline Human***

*The League of Independent Worlds is a representative democracy, composed of various star systems, sectors and member worlds throughout most of the known galaxy. Its main duties include mediating disputes over issues ranging from planetary to galactic-scale, regulating trade routes between star systems, and in theory, representing the interests of citizens. Throughout most of its history as one of the dominant galactic powers, the League did not style itself as a strong centralized government, but rather as a union of sovereign planets for the purposes of collective security and economic prosperity. The Council is the governing body of the League. The Council is an executive committee composed of one representative each from the member races. Though they have no official power over the independent governments of other races, the Council's decisions carry great weight throughout League controlled space. No single Council race is strong enough to defy the others, and all have a vested interest in compromise and cooperation. The League has a very diverse culture. Member worlds are able to maintain their own culture in accordance with local beliefs, customs, and traditions. There is a wide variety of different cultures within the League: from religious communities to more progressive ones. Also, the League has a liberal policy towards arts. Still the League is very much aware that the galaxy they inhabit is not a peaceful one, since, as the League has expanded across the galaxy, it has encountered many warlike species. Because of this, the League has long acknowledged the need for an army and navy to keep the peace. The Leagues military forces have serve throughout many conflicts against a plethora of terrifying enemies. Having taken part in the centuries long Orog Wars and Leviathan Wars. Their most important peacekeeping force are their vast fleets, which polices League space. Despite this impressive ensemble, the League remains something of an apathetic bystander to strife in the wider galaxy, preferring to use sanctions and threats when necessary to protect their interests within Near Space and beyond. Of the many factions of Near Space, the League has the most positive relations with the Terrans and have more or less allied with them.*

* ***Niro Trade Guild:***

***Throneworld - Niro***

***Controlled Worlds - 50,000***

***Classification - Baseline Human***

*The Guild is a major faction within Near Space and are a proud race built on the tenets of patriotism and capitalism. They rule over an association of worlds governed by oppressive corporate dictatorships which controls every aspect of society. There is no single unified government, and so each corporation rules their territory like their own kingdom, with little interference from the other corporations. They are ruthless and efficient in all that they do, especially on the battlefield. The Guild is a living emblems of strength, persistence, and dignity. The history of the Guild began more than 4,000 years ago during their foundation by economically driven settlers. Established on strict principles of economics and codes of behavior, the Niro Trade Guild quickly began to expand, making the Guild an industrial and commercial juggernaut. Guild territory is made up of countless planets, spread across a vast region of space. Whenever possible, they are eager to create trading relations with whatever faction is willing, including Star Spawn. In order to learn more about potential trading partners, the Guild regularly sends out hundreds of "market research teams" to the many planets across the galaxy in order to gather data that could be used to formulate more enticing strategies for any particular civilization. The Guild  are masters of industry and efficiency quickly being able to start trade routes in multiple systems, as well as having very cost effective methods of building their orbital structures. They can inhabit most worlds effectively. They also have their hands in almost every single economic power and their suppliers regardless of race. Even trading with the alien races of Faar Space when possible. When it comes to mass production the Guild are unmatched. In a time of dire need they will divert a large portion of their factories to military subcontracting. They may also build factories that can hyper-produce ships within their starbases, allowing their fleets to be self sustaining during war. Where the other races rely on their offensive capabilities the Guild are masters at fortifying their territories. The Guild strive to be at the cutting edge of military technology and their vessels, weapons and fighting methods are inferior to none but the enigmatic Primus, whom they recognize as ideological rivals.*

* ***Cadar Imperial Authority:***

***Throneworld - Cadar***

***Controlled Worlds - 49,000***

***Classification - Baseline Human***

*Cadar is a unitary imperial matriarchy currently ruled by an Empress as its current head of state and government. In the more than 10,000 standard years since the time of its founding, life for the people of Cadar has remained unchanged. In Cadar all power ultimately trickles down from the Empress. The Empress's powers are vast and all-encompassing, including but not limited to the ability to declare war, to write and approve laws, to have commands obeyed with the authority of law, to determine punishments for high crimes, to pardon those judged guilty by any court, and to raise and command the army and navy. Cadaran society is deeply marked by a rigid class system, divided between the "high-born", the wealthy upper class, and the "low-born," the lower class of laborers. The low-born toil endlessly on the production lines of the Cadaran factories, subjected to poor conditions and long hours to ensure that weaponry and other goods are produced in the vast quantities demanded by the Imperial Authority. Most first born sons of the low-born class consider it a blessing to be drafted into the Imperial Army as Cadaran tradition demands, so that they may escape a life spent slaving away in the countless factories which dot their worlds. Cadaran commoners possess no specific inherent rights. In fact, the government is at considerable liberty to deprive its citizens of their freedom, possessions, or their very lives. Members of the aristocracy, however, enjoy a number of privileges, including being exempt from certain petty laws. Generally, only a higher-ranking noble can pass judgment on a lower-ranking noble. High-born first born sons serve as the officers of the Cadaran Imperial Army, and only very rarely does a lowborn reach any rank beyond that of non-commissioned officer. As of 606 Wrath, Cadar is one of the great military powers of Empyrean Space with armed forces that have shifted from fighting skirmishes with rival nations to invading and occupying new territories. The Cadaran military is currently involved with various campaigns across Empyrean Space, including the invasion of Draconian territory and repulsing the Brotherhood of Zodd. The Cadarans are a stubborn and stern people who refuse to acknowledge their own hardships, and are rarely deterred by the horrors of the battlefield.*

* ***The Great Realm of Valar:***

***Throneworld - Valar***

***Controlled Worlds - 20,000***

***Classification - Baseline Human***

*The Kurgans began a millennium ago under the guidance of their first Supreme Dominus, who had managed to unite his people under one faith and bring peace to his home planet which had been torn apart by countless millennia of endless wars. When innumerable enemies threatened to drown the Kurgans in a sea of blood it was the Supreme Dominus who forged the resistance, creating numerous orders of fierce warriors, and binding the Kurgan people together in a way never before seen and not seen since. Standing as a bulwark against the enemies of his people, the Supreme Dominus was a light against the darkness, the ties that bonded the Kurgans together and the truest weapon against the emergent evils of the mutant, the Star Spawn, and the demon. However, this was long ago and much has changed. The Kurgans organisational structure has more in common with a court from ancient myths and is formed from a vast number of smaller, interconnected fiefdoms that act together to form something greater than it’s individual parts. Many of these smaller fiefdoms owe an allegiance to one of the Noble families; these are the most powerful and influential families, many of which can trace their origins back to the founding of Kurga, that act to unify the smaller fiefdoms by oaths, and in many cases by marriage, to form Clans. Above all sits the Supreme Dominus. Despite the prestige of the title and the history behind it, in truth, at least under the current regime, the Supreme Dominus is little more than a figurehead elected by the Chamber of Lords to act as the face of Kurga. Nevertheless, he commands a great deal of respect and admiration in both Kurgans, and across the galaxy, and many decisions on policy must first be given his approval before they can be enacted. Thus is the political landscape of Kurga a complicated, bureaucratic nightmare formed from antiquated traditions of inheritance and birthright combined with democracy and economics. Kurgan military superiority is important given their method of hostile acquisitions. With land and resources across Near Space in short supply, Kurgans choose to entice, or buy out, holdings from weaker factions. And if necessary, invade settled worlds. This often brings them into competition with their rivals, with inevitable hostilities.*

* ***Alesian Republic***

***Homeworld - Alesia***

***Controlled Worlds - 16,000***

***Classification - Baseline Human***

*Alesians differs strongly from the other Near Space factions, there is no ruling elite in Alesia for the power lies with the people. All Alesians are able to vote democratically for members of the House of Governors, the men and women who hold the power over Alesia . It is the House of Governors which appoints the many Executive Councilors, the individuals who run their society day to day, one of whom serves as the President of Alesia , the face of the government. Whilst this convoluted system of voting and appointments seems to take power away from the people, the only way to keep these vaulted positions is to have a positive public image and to work for the betterment of Alesia . Should the voters find any person wanting then officials step in to swiftly remove the offender from office and condemn them to the lowest ranks of Alesian society. Since all contributing citizens of Alesia are voters, and thus wield considerable political power as a group, it is always in the people’s best interest to ensure Alesia is run by the very best. The Alesians have a well-deserved reputation for engineering excellence. During their colonization of other solar systems, they employed their skills in the construction of ships, atmospheric processing plants and gravity regulators. In addition to their industrial reputation, they are also recognized for their honorable business ethics. As one might expect, the Alesian reputation for excellence extends onto the battlefield. Alesia follows a simple ethos with regards to military action, deterrence and retaliation. Alesia has the largest military of any other faction in Near Space, effectively deterring anyone from attacking their holdings, and any action taken against them is retaliated against with overwhelming force, leading to the total destruction of the aggressors. The Alesian forces form elite fighting units that look to overpower their foes. They have access to jet packs, making them a fast and maneuverable force. Their military hardware is generally of a high standard and their mechanical and armored support is notably superior to that of most other factions. Combined with good discipline and highly trained troops, the Alesian army is one of the most effective. Following a culture of military service the troops themselves are well motivated and follow an honor code that has earned them respect Near Space.*

* ***Amarula:***

***Throneworld - Amarula***

***Controlled Worlds - 39,000***

***Classification - Baseline Human***

*The Amarulans are an ethno-religious group identified by their ethnicity but unified by common religious beliefs. Amarulans adhere to the "Single Being" philosophy that has governed their entire society since its founding tens of thousands of years ago. It is an all-encompassing cultural identity. Adherence are to submit to the well being of the whole over their own individual needs or desires. They must not do what is best for them, but what is best for society as a whole. Within this system, giving birth and raising children is viewed as being done for the greater good of the Amarulan people and not the individual. The Amarulans believe that everything they produce is to be shared equally, meaning all are entitled to food, water, and housing. Every citizen serves their society in some capacity, as anything from a soldier to an administrator, from a construction engineer to a sanitation worker. While Amarulans are individuals with personal desires, their instinct is to equate the self with the group, and to set aside all personal desires for the good of all. Their society follows a very strict mindset: One people, one mission, and one ideology. The theory behind the Single Being Philosophy's existence is that, because of the vastness of the universe, and the immense distances across which Amarulan worlds are scattered, a central figure is required to provide focus and direction in people's lives. This figure is represented locally for people by a priesthood that governs each world. An extremely pious people, members of priest are often the planners and directors of organizations within their society, as their years of training and experience in magic allows them insight beyond that of normal humans. Culturally, the Amarulans pride themselves on martial prowess, employing melee weapons in addition to their already fearsome arsenal of projectile weapons. These weapons have both ceremonial and martial value to their warriors, and their possession is closely monitored. Amarulans are extremely xenophobic, accepting only those peoples who share their ancestral heritage. Individual Amarulans tend to treat other races with varying degrees of disdain or apathy. As a result of this mindset, the Amarulans lack substantial diplomatic relations with other factions, often engaging in periods of isolationism.*

* ***Mynos Empire:***

*''***Throneworld - Mynos**

***Controlled Worlds - 21,000***

***Classification - Baseline Human***

*The Mynos are an ancient peoples, their civilization spanning fifteen thousand years of history, the Mynos are a fading empire within Near Space. Before their slow decline, the ancient Mynos once ruled over countless worlds, their empire expanding uniformly, and bringing hundreds of races under its control. While most of the peoples the Mynos encountered were primitive and peacefully subjugated, more advanced civilizations were harshly enslaved. Once conquered, these peoples were integrated into Mynos society as “valued citizens,” giving them minimal standing. It wasn't until very recently that many Mynos began working in cooperation with the other races, and gave up on using slavery as a primary means of production. The Mynos are primarily an interstellar tribute empire, allowing its member worlds to largely govern themselves as long as they recognize the authority of the High Pharon and his servants. These taxes support the overall economy of the Mynos by redistributing resources where needed, usually to shore up one region of their empire where conflict is raging by drawing resources from more peaceful sectors. The High Pharon, who can be either male or female, of Mynos people is a powerful figure whom has absolute power within his or her empire, for they are considered the spiritual and political rulers of their many worlds and the people who inhabit them. The ruler has the power to issue his or her own edicts, create new laws, command vast armies and gain the fealty of all subjects living on a claimed Mynos world or colony. However, being an empire in decline, the people under the Pharon's rule have become far more autonomous. For example, while the inhabitants of the most isolated worlds and colonies recognize they are subjects of the Pharon, they would be surprised to learn they are expected to do whatever this person demands. Instead, each system is governed by a System Lord who has sworn fealty and pays a tithe to the Pharon. System Lords discharge nearly all functions of government, enforcing the law, settling disputes, and setting priorities for the system they currently rule. In general, the Mynos promotes a neo-feudal political system. Although the Mynos began as a single race, as they expanded and assimilated other races into their empire, those servant races also adopted the name "Mynos" for themselves as well. This has resulted in a very culturally diverse population.*

* ***Sultanate of Qurac:***

***Homeworld - Qurac***

***Controlled Worlds - 50,000***

***Classification - Baseline Human***

*The Sultanateof Qurac is a fundamentalist theocracy and one of the oldest of the major Near Space factions. The devoted masses of Qurac march forth from the gates of their fortresses to enlighten the surrounding heathen nations for the Great Creator's glory, whom they worship fervently and believe all others should follow suit. While lacking in technological sophistication they more than make up for this with devotion and strength of numbers. The peoples that make up the citizenry of this faction come from different parts of the galaxy and encompass all kinds of ethnic appearances. The Qurac are organized into a caste system with their religious leaders at the top of the hierarchical pyramid. Despite the diversity of its peoples, the Qurac society is a single hegemonic culture. It is a culture that practices imperial geopolitical dominance through implied means of power as opposed to direct military force. There are three recognized castes that make up the unity: the Religious caste, the Warrior caste, and the Worker caste. All other religions are outlawed, although merchants and mercenaries of other faiths are tolerated as long as they offer respect to the Creator of Man and his servants. The Qurac use commerce itself as a form of economy. As the their cohesion is grounded in their beliefs of working for and sharing the fruits of labor, every member of the society is given a form of employment - a service to fulfill in exchange for goods and necessities. In the Qurac culture, service for salvation is the moral motivation for the entire population. Despite this, there is discrimination within Qurac society, due to their hegemonic thinking. The conquered races are treated as second-hand citizens with absolutely no political or representative voice or power. The Qurac are always eager to add more peoples to their faith, so long as they pledge allegiance to the Religious Caste as their supreme leaders and the Great Creator as their religion. Enlisted races are in all essence enslaved by the Qurac, forced to live a completely different way of life and - if unlucky - have their entire culture and history erased. The subjugated races they rule over are held together by a common belief and are driven by the religion they have been forced to accept.*