/********************************************************************** ** Oris.txt ::: Jed Reynolds ::: april 1995 ** ** Contains a developing outline of the Orsian Empire for Robowars. **********************************************************************/ /* * 1.0 Government */ 1.1 Council of Ten, aka "Shadow of Ten," and "Ghost Council" A shadow group that contrils and masterminds the destiny of the orisian empire. They are not even remotely referred to in society. No one knows they even exist. Each of the memvers has a biogenetically engineered bran that is implanted to hold the endless amounts of history and trivia about the empire. They are the most powerful force of the empire, that acts over the widest range: time. They essentially are the start of the Orisian Nation. /* notes: * This cranial wisdom might be originated from the "bonefone" technology originally implimented in officers in the Triconian military. * The continuity of leadership in the Orisian empire has truly made it strong. */ 1.2 General Overseer, aka "Grand Overseer" The popular visible leader of the Orisian empire. He is always a cyborg of aristrocratic lineage. All overseers past and future have and will be oblivious to the Ghost Council. The real job of the Grand Overseer is to weild tie-breaking power in the proceedings of the Path of Strength. 1.3 The Path of Strength, aka "The Path," or "The Stong Council." This is the Orisian congress, but not in much of a democratic sense. It is the only unity of the civilian and military partitions of the Orisian society. The Path is where all big social decisions are made, problems rectified, and were the military and the civilian leaders can try and syncapate. Usually, the military and civilian leaders don't try to step on the other's toes, and accordingly only deal with their own partisan issues. This forum, at a minimum, keeps both sides of the nation informed about what is going on in either side of the Government. /* notes: Stratigraphy of Orisian Government Council of Ten Has silent power over the =-=-=-=-=-=-=- whole enchilada General Overseer || Path of Strenth || ____ //\\ The powerful end up here | // \\ | Social // \\ | /\ Military \\ | || || || | || || Civilian | Ranking || || | /\ || || |___ ................ .. .. .. The Poor .. .. and Cannon .. .. Fodder .. New worlds end up here ................ */ /* * 2.0 Discernable Enemies */ Cyrans, neutral worlds, Triconians, TTT/Mauler, Armex /* * 3.0 Resources */ About 500 worlds, and 100 systems over nearly four sectors. /* * 4.0 Races */ The races contained in the Orisian nation are all humanoid, and mostly all human. There are lots of cyborgs in the society, mostly in the military sector. The level of cybernation is almost directly proportional to the level of societal or military status in the Orisian culture. There are some Cyran species in the Orisian culture, but they are less than 5% of the population, and are not obvious. Even harder to find are Feral Cyrans, most of whom have been hunted to thin numbers whereever the Orisians set foot. Feral Cyrans are the least favored two footed beasts of the Orisian culture. There are reports of occurances of the Sterling genome in fairly high quantities in some sectors of Orisian space. Some estimates range to as high as 15% in some geographies. These families and thier background are kept well hidden from view. Some racial tensions: 1) Cyrans are like a "ninja" society in the Orisian nation. They are feared yet respected for their fighting prowess and their lack of a need for cybernations. The frequently earn much spite and disrepect from military commanders who are jealous of their natural talents. 2) Feral Cyrans are sought out and openly destroyed as freak of nature or dangerous mutants my most every Orisian. There are even reports of Orisian Cyran "Which Hunts" after whole villages of Feral Cyrans. Most Feral Cyrans try their hardest to get to the periferal and border worlds of the Orisian empire, where they are safer, and around possibly more tolerant vestiges of society. /* * 5.0 Scope */ 5.1 Dimentions The Orisian nation spans over 100 systems containing approximately 500 worlds. Billions of people, millions of ships. These planets approaching the core of the empire are better and better linkinked with transport-pads for quick, almost insintaneous planet-to-planet transfer. 5.2 Age A small portion of the Orisian navy is currently spending the remainder of thier tours (or lives actually) in time flux. This allows Orisians to "pop in" on people and planets all over the Milky Way at all sorts of strange times. This practice became very rare and risky, especially since it stokes the wrath of Mauler. The Orisians were a big influence 5500 years ago when they tried to take over the original Triconian Empire based on the planet Earth. 5.3 Goals Militaristic Galactic Unification...with Orisians on top. The Orisians aren't about to stop either. They have made a firm, long term commitment to do what the Ancient Triconians tried to do but SO MISERABLY failed to do...take over the Galaxy. This time the Orisians are taking it slow. They have all the time they need (how true!)! /* * 6.0 Origin */ 6.1 History The Orisians formed out of the carcass of plundered Triconian worlds about 100 years after the Start of the Galactic Depression (which turned quickly in to the Galactic Dark Age). This happened right after the sacking of what was left of the over-ripe Triconian empire. The Orisians held together as about six worlds in two systems throught the ensuing Galactic Dark Age. When the Dark Age began to lift about 400 years ago, the started slowly expanding again. 6.2 Current Background Most of what's going on in sector 23 is that the Orisians are slowly gearing up for the taking of at least half of the this sector in five years. It will be a massive battle. If the cyrans can't get their shit straight with all the raceteering and petty gang-land impediments is has fostered for the last few hundered years, they have a chanse. The addition of the Blackthorn Triconians tips the scales in favor of the non-Orisian occupants of the sector, but how much...we still don't know. /* * 7.0 Leaders */ 7.1 The Coucil of Ten The Council of Ten are very old motha-fukkas. They remember much, and try very easily to forget nothing. The are : Roudvik, Hraunhaven, Illugui, Stienthor, Thorleiv, Thorlack, Vigra, Thinskalar, Helgafel, Osloq. 7.2 General Overseer The General Overseer is Yura Vlodovostock. He has no idea where he does get his ideas, and he's never ever seen, or knows about a "Ghost Council". 7.3 The Path Of Strength * 250+ Members Military and Civilian * 35 Custodians Control and manage the Members * 3 Judiciaries: Chan Go'k; Kor-tan Woar; Helena Von. This people are directly below... * 1 Secretary of the Path: Mutra Beurilon Sits beside the General Overseer. /* * 8.0 Economy */ 8.1 General The Orisian Empire is a facist society centered about classical philosphies, like war. Much of the industry of the Empire is milito-economic /* * 9.0 Military */ /* * 10.0 Tech Level */ /* * 11.0 Current Dilemas: */